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TWO  NEW  PERSONAL  COMPUTERS  FOR  LESS  THAN  $200.00 


1 


COMPUTB 

The  Journal  For  Progressive  Computing 


$2.50       • 
March, 
1982 
Issue  22 
Vol.  4  No.  3 


An  Energy  Workbook 
Progrann  For  Home 
Or  Business 


Two  Programs  To 
Help  You  Learn 
BASIC  Programming 

Organizing  APPLE 
Data  Storage 

A  Game  Of 
Concentration 
For  ATARI 


Disk  Drive  Check- 
out For  PET/CBM 


Starfight  3 
For  VIC-20 


74470"63379' 


0  3 


Reviews:  Ricochet, 
Votrax  Type  'n  Telle, 
Atari's  Microsoft  BASIC 
And  More... 


9^^ 


^o';tv<^ 


-.^V:; 


is  is  all  you  ibally  ne^d! 

An  Apple  II®,  a  printer,  a  video  screen,  a  modem,  a  disk  drive, 

OPS  Multifunction,  pnd  HAMPLf  S+. 


The  CPS  Multifunction  card  and  cables  are  all 
you  need  to  connect  almost  any  printer,  mo- 
dem, or  terminal  to  your  Apple  H".  It's  really 
three  cards  in  one.  It  provides  the  capabilities 
of  a  serial  interlace,  parallel  output  interface, 
and  real-time  clock/calendar.  It  saves  you 
money  power,  and  slots.  The  CPS  Multifunction 
is  compatible  with  DOS.  CPM,  PASCAL,  and 
BASIC.  Suggested  retail  price  $239,  including 
software.  Cables  $24.95  each. 

Mountain  ^  Computer 

I  >t  coupon  k  mo 

■  r 

'  300  Er  PufltJto.  Sf.atlb  Vnilev.  CA   95066 
TWX:9tO  598  4S04        I4081438-665D  f 


The  RAMPLUS+  card  allows  you  to  expand  the 
available  memory  of  your  Apple  11"^  to  80K. 
RAMPLUS+  has  two  16K  banks  of  RAM.  The  card 
is  supplied  with  16K  of  installed  RAM,  with  an 
additional  16E  of  plug-in  RAM  available.  It  is 
compatible  with  DOS,  CPM,  PASCAL,  and  BASIC, 
also.  Suggested  retail  price  S 1 89.  Additional  16K 
RAM  $24.95.  ,, 


CK  nULTtFtHCTI 


I*  The  n 
iafes  MicrocOii 
le  wideo  screen 
fnter  (s  a  product  of  Epson  America. 
;s  a  product  o*  Apple  Computer.  Inc. 
s  a  product  of  Apple  Computer.  Inc. 


IF  YOU'RE  WAITING  FOR  THE 

PRICE  OF  WORD  PROCESSORS 

TO  FALL  WITHIN  REASON, 


Everyone  expected  it  would  happen 
sooner  or  later. .  .with  WordPro  PLUS" 
it  already  has!  Now  all  the  marvelous 
benefits  of  expensive  and  advanced 
word  processing  systems  are  available 
on  Commodore  computers,  America's 
largest  selling  computer  line.  WordPro 
PLUS,  when  combined  with  the  new  80 
column  CBM  8032,  creates  a  word  pro- 
cessing system  comparable  to  virtually 
any  other  top  quality  word  processor 
available— but  at  savings  of  thousands 
of  dollars! 

TM  WordPro  is  a  Registered  Trademark  of  Professional  Software, 


New,  low  cost  computer  technology  is 
now  available  at  a  fraction  of  what  you 
would  expect  to  pay.  This  technology 
allowed  Commodore  to  introduce  the 
new  and  revolutionary  CBM  8032 
Computer. 

WordPro  PLUS  turns  this  new  CBM 
8032  Computer  into  a  sophisticated, 
time  saving  word  processing  tool.  With 
WordPro  PLUS,  documents  are  dis- 
played on  the  computer's  screen.  Edit- 
ing and  last  minute  revisions  are  simple 
and  easy.  No  more  lengthy  re-typing 
sessions.  Letters  and  documents  are 
easily  re-called  from  memory  storage 
for  editing  or  printing  with  final  drafts 
printed  perfectly  at  over  five  hundred 
words  per  minute! 

,  Inc,  WordPro  was  written  by  Steve  Puntef . 


Our  nationwide  team  of  professional 
dealers  will  show  you  how  your  office 
will  benefit  by  using  WordPro  PLUS.  At 
a  price  far  less  than  you  realize. 


Invest  in  your  office's  future. . . 
invest  in  WordPro  PLUS. . . 
Cali  us  today  for  the  name  of  the 
WordPro  PLUS  dealer  nearest  you. 


Professional  Software  Inc. 

166  Crescent  Road 
Needham,  AAA  02194 
(617)444-5224 
TELEX:  95  1579 


CMS  Sof twa 
General  Accou 


For  the  Commodore  8000 


Now  there  is  an  interactive 
General  Accounting  System 
designed  especially  for  the 
first  time  user.  The  user  is  led 
through  each  function  by 
highlighted  prompts  explain- 


ing the  required  input  at  each 
point.  And  all  input  requests 
are  prompted  with  complete 
verification.  Plus,  a  step-by- 
step  instruction  manual 
guides  the  user  through  the 


General  Ledger 

Cash  Disbursements  and 
Cash  Receipts  Journal  as  wel 
as  a  General  Journal.  Main- 
tains account  balances  for 
Present  Month,  Quarter  to 
Date  and  Year  to  Date. 
Accepts  postings  from 


program.  The  user  prompts 
and  the  detailed  manual 
make  it  virtually  impossible 
for  the  first  time  user  to  get 
lost  or  to  accidentally  crash. 


Accounts  Receivable, 
Accounts  Payable,  Payroll 
and  other  programs.  Also 
provides  user  customized 
financial  statements.  Gp  to 
1000  accounts  and  up  to 
99  departments. 


re  Systems 
nting  System  II 


Series  Computer  System 


Accounts  Receivable 

Invoices  and  Monthly  State- 
ments as  well  as  Credit  and 
Debit  Memos.  Accomodates 
full  or  partial  payments.  User 
sets  finance  charge  rate  and 
period.  User  also  sets  invoice 
aging  reports  and  aging 
breaks.  Invoices  may  be  dis- 
tributed among  nine  different 
General  Ledger  accounts  with 


Accounts  Payable 

Accounts  Payable  checks 
with  full  voucher  detail. 
Detailed  check  register.  Auto- 
matic application  of  Credit 
Memos.  User  sets  invoice 
aging  reports  and  aging 
breaks.  Invoices  may  be  dis- 


Payroll 

Payroll  checks  with  full 
deductions  and  pay  detail. 
Pays  regular,  overtime, 
holiday  and  piece  work  hours. 
Accommodates  Weekly, 
Bi-Weekly,  Semi-Monthly  and 
Monthly  employees.  Gp  to 
eight  miscellaneous  deduc- 
tions or  payments  per 


automatic  updating  to  the 
General  Ledger.  During 
invoice  data  entry  the  invoice 
is  displayed  on  the  screen 
and  typed  exactly  as  if  in  a 
typewriter.  File  capacity 
allows  1800  customers  and 
invoices.  Five  hundred 
customers  allows  room  for 
1300  invoices. 


tributed  among  nine  different 
General  Ledger  accounts  with 
automatic  updating  to  the 
General  Ledger.  File  capacity 
allows  2500  vendors  and 
invoices. 


employee.  Prints  Payroll 
Journal,  Payroll  Check 
Register  and  an  Absentee 
Report  as  well  as  941  infor- 
mation and  W2  forms.  Main- 
tains Monthly,  Quarterly  and 
Yearly  totals  for  up  to  350 
employees.  Automatic 
General  Ledger  updating. 


See  your  nearest 
Commodore  dealer  for 
a  demonstration. 


CMS  Soft:ware  Syst:ems 

2204  Camp  David     Mesquite.TX.  75149     214  285-3581 


TASC  The  Applesof  f  Compiler. 

It  turns  your  Apple  into 

a  power  tool. 


Step  up  to  speed.  TASC,  the  Applesoft  Compilen 
converts  a  standard  Applesoft  BASIC  program 
into  super-fast  machine  code.  By 
increasing  program  execution  speed 
up  to  20  times,  Microsoft  gives 
you  a  power  tool  for  Applesoft 
BASIC  programming. 
Highest  capacity  available. 
TASC  will  compile  and  run 
larger  programs  than  any 
other  Applesoft  Compiler.  As  a 
disk-based  system,  it  doesn't 
require  the  simultaneous  pres- 
ence of  compiler  and  program 
fn  memory  The  memory  you  save 
allows  you  to  compile  significantly 
bigger  programs. 

Power  without  bulk.  Code  expansion  of  up  to  100% 
severely  restricts  other  compilers.  TASC's  special 
code  compression  schemes  typically  limit  code 
expansion  to  only  25%.  You'll  really  appreciate  that 
with  complex  programs  or  programs  that  utilize 
Apple's  hi-res  graphic  pages. 
More  BASIC  power.  TASC's  powerful  new 
commands  increase  Applesoft  BASIC  programming 
capability.  Chain  with  COMMON  allows  compiled 
programs  to  share  variables,  so  a  main  menu 

'Applesoft  IS  a  trademark  of  Apple  Computer,  Inc. 


supports  several  programs  in  a 
single  runtime  environment. 
TASC's  True  Integer  Arithmetic 
and  Integer  FOR... NEXT 
capabilities  maximize  the  execu- 
tion  speed  of  compiled  programs. 
TASC's  near  total  compatibility 

with  Applesoft  speeds  compil- 
ation of  existing  programs 
with  little  or  no  modification. 
What  about  mistakes?  You 
perfect  your  programs  inter- 
actively with  Applesoft.  If  some- 
thing does  slip  by  TASC  recovers 
from  errors  discovered  tn  compilation 
and  traps  all  runtime  errors.  It  even  permits 
graceful  interruptions  during  compilation. 
See  for  yourself.  Ask  for  a  demonstration  of 
TASC  at  your  Microsoft  dealer.  Discover  the  software 
package  that  turns  your  Apple  into  a  power  tool. 


CONSUMERS  PRODUCTS 


A  Division  of  Microsoft  Inc, 
10700  Northup  Way  •  Belfevue.  V^A  98004 


March.  1982,  Issue  22 


COMPUTE! 


Table  of  Contents 


March,  1982    Vol.  4  No.  3 


Features 


'^'9 


The  Winter  Of  Our  Content: 

A  Report  On  The  January 

Consumer  EJectronics  Show 

David  Thornburg,  26   ^ 

Twenty  Questions  Revisited 
.......Elizabeth  Deal,  38 

Energy  Workbook .......  David  E.  Pitts,  44 

Two  Short  Programs  of 

CAI  For  Teaching  BASIC 

R.  Hiatt,  56 

Infinite  Precision  Multiply 
...... .G.  H.  Watson,  62 

More  About  Nunnbers 

Edmund  Ricchezza,  65 

Word  Hunt 

Robert  W.  Baker,  68 

Count  The  Hearts Christopher  J.  Flyna  78 


Education  And  Recreation 

Family:  A  Sinnulation  In  Genetics 

Andy  Gamble,  88 

Large  Alphabet  For  The  VIC  j^,,  ^^^' 

.......Doug  Ferguson,  104  oj^  OTiM> 

Concentration  i^-^j 

Charles  Brannon,  106 

Comment  Your  Catalog  ^ ^'  M^vtj    ' 

Richard  Cornelius,  110  vi^JL  Vfe^ 

Start  ight3 

David  R.  Mizner,  112  ^/'   h^'^P^YlC'y 

Swirl  And  Scribble  ^fe^^J^^            ^<::^ 
Matt Giwer,  115  .^-^T^^  ^^%n 

WEBS  Cfe^^'v^ 

....... Loran  Gruman,  117  ^^'^^^-^        \j^^ 


Reviews 

Votrox  Type  'N  Talk:  TNT Charles  Brannon,  118 

Olympic's  ES 100  KRO  Typewriter/Printer 

Richard  Mansfield,  119 

RPL:  A  FORTH  Sequel? Jim  Butterfield,  120 

Ricochet 

Richard  Mansfield,  121 

Atari  Microsoft  BASIC  (Part  I) 
Jerry  White,  122 


Columns/Departments 

The  Editor's  Notes Robert  Lock  6 

Ask  The  Readers 

........  Robert  Lock,  Richard  Mansfield,  and  Readers,  12 

Computers  And  Society David  ThornburgJ6 

The  Beginner's  Page: 

How  Computers  Remember 

Richard  Mansfield,  20 

Basically  Useful  BASIC:  Tabulation 
......Paul  Lilly,  30 

COMPUTErs  Listing  Conventions 43 

Learning  With  Computers: 
Word  Processing  In  The  Classroom 

Glenn  Kieiman  and  Mary  Humphrey,  96 

Friends  Of  The  Turtle  David  Thornburg,  100 

Telecommunications:  ^^imKt^—>^f 

MODEM  Applications  i^V?SC>^===^^^m 

Michael  Day,  124 

Machine  Language: 
Loops  and  Quality 

Jim  Buttertield,  128 

Bill  WiJkinson,  130 


Insight:  Atari 


The  Jour  ^. 

Disk  Checkout  For  2040, 4040,  and  8050  Disks 

Jim  Buttertield,  139 

Organizing  Data  Storage John  Hudson,  141 

Machine  Language  Sort  Utility 

Ronald  and  Lynn  Marcuse,  144 

Dynamic  Renumber R.  D.  Young,  152 

Disk  Data  Structures:  An  Interactive  Tutorial 

David  Young,  156 

Apple  Addresses  Bill  Grimm,  163 

More  VIC  Mops Jim  Buttertield.  168 

EPROM  Reliability Michael  Day,  176 

Random  Music  Composition  On  The  PET 

Alfred  J.  Bruey,  182 

Ghost  Programming  Aric  Wilmunder,  190 

BASIC  4.0  To  Upgrade  Conversion  Kit 

...Elizabeth  Deal,  194 

Screen  Save  Routine Joseph  Trem,  201 

A  Superboord  II  Monitor  (Part  I)  ......  Frank  Cohen,  203 

New  Products 209 

CAPUTEI  Corrections  And  Amplifications    ?22 

Advertisers  Index — ?24 


Computer  Guide  To  Articles  And  Programs  By  Page  Number 

Apple  6, 12, 16, 20.  26,  30. 38, 43, 44, 56,  62, 65, 68,  78,  96, 100, 110, 118, 119. 121, 124, 128, 141, 163, 176.  203 

Atari  6, 12. 16,  20,  26, 30,  38, 43, 44.  56, 62. 65, 68, 78, 96. 100, 106, 115  118, 119, 121, 122, 124, 128, 130. 144, 156. 176, 190.  201  203 

PET/CBM   6, 12, 16.  20,  26,  30,  38, 43,  44, 56,  62,  65,  68,  78,  88,  96. 100, 117. 118, 119. 120, 124. 128, 139, 152, 176. 182, 194,  203 

VIC-20  6, 12, 16,  20,  26.  30,  38, 43, 44,  56.  62.  65  68,  78.  96, 100, 104, 112, 118. 119, 124, 128, 176,  203 

Ottier  Computers  6, 12, 16,  20,  26, 30.  38, 43, 44,  56,  62,  65,  68.  78,  96, 100. 118, 119. 124, 128, 176,  203 


COMPUTE!  The  Journal  for  Progressive  Computing  (ISPS:  3:^250)  is  publislicci  12  times 
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olturs.  Kmnv  toiitcms  copviti^lH  <":   19S2  b\  Small  .Svsrem  Services.  Inc.  All  Rights  reserved. 
ISSN  010  l-:^.")7X. 


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COMPUTE 


COMPUTE! 


MarcM982.  Issue  22 


Robert  C  Lock 
Publisher/Editor 


COMPUTEI'5  New  Format 

As  we  indicated  last  issue,  the  format  of  the 
magazine  has  been  revised  to  allow  us  greater 
flexibility  in  article  placement.  In  the  front 
sections  of  the  magazine  you'll  find  general 
interest  articles,  including  apphcations  pro- 
grams and  games  that  ha\  c  been  developed  to 
run  on  nimierous  computers.  More  achanced 
material,  both  applications  and  programming 
support,  will  be  foinid  in  they^j^^/7/r// section  of 
the  magazine, 

Each  cokimn,  article,  program,  etc.  is 
keyed  by  page  number  in  the  Fable  of  Contents 
to  relevant  microcomputers. 

On  The  Importance  Of  Feedback 

On  our  direct  mail  response  cards  at  the  end 
of  this  isstie.  you'll  find  a  special  Editor's  Feed- 
back card,  i  ake  a  look  at  otir  new  Ibrmat  for 
the  magazine,  and  please  take  a  few  minutes  to 
fill  out  and  retinn  the  card. 

We've  tried  to  accomplish  the  changes  as  a 
constructive  enhancement,  and  rely  on  your 
collective  opinion  as  well.  Let  tis  know  what 
voti  tliink. 

Two  New  Personal  Computers 
For  Less  Than  $200.00 

The  Winter  Consumer  Electronics  show 
was  impressive.  Commodore  was  showing  a 
startling  array  of  VIC-2()  software.  Atari  intro- 
duced some  ui^w^  twists  as  well.  For  full  details 
on  the  show  and  the  new  computers,  see  David 
Thornburg's  article  in  this  issue. 

Home  Applications 

Being  (Irmly  convinced  that  the  tnyth  of  the 
utilit}'  o(  home  computers  is  tiuly  a  myth,  we\'e 
been  excited  by  the  range  of  useful  softwaix 
you'\'e  been  sending  in.  With  evervthing  from 
our  continuing  series  oi  Energy  C^onservation 
and  Analysis  programs  by  David  Pitts,  to  Real 


Estate  Investment  Analvsis  and  sophisticated 
financial  modeling,  we've  been  proving  by 
example  that  home  comptiters  are  being  used 
for  education  and  applications  as  well  as  recre- 
ation. Keep  voiu'  effoits  cc»ming. 

COMPUTE!  Boolcs 

Our  Book  Division  is  now  off  and  rolling, 
with  the  release  (finally)  of  our  first  two  titles, 
COMPUTEI's  First  Book  of  ATARI '  and  COM- 
PUTES's  First  Book  of  PET    /CBM      We  have 
three  more  books  schcd tiled  for  release  in  the 
first  and  second  quarters  of  1982.  Having 
learned  our  lesson  the  first  time  around,  these 
won't  be  announced  until  scheduled  at  otrr 
printers,  but  we're  sure  you1l  find  them  equal- 
ly tisef  ul  resources. 

The  West  Coast  Computer  Fa  ire 

Once  again  we  expect  to  see  htnidreds  of  you 
among  the  30, 000  to  40,000  attendees  at 
the  Sixth  West  Coast  Computer  Faire.  Jim 
Warren's  annual  extravaganza  is  a  looked-for 
meeting  place  for  old  and  new  friends.  Stop  bv 
our  booths,  numbers  1543  and  1642,  and  say 
hello. 


An  Important  Message 
To  Our  Retailers 

As  you  ve  all  noticed,  wc  rccentlv  moved 
to  a  new  billing  system.  By  now,  our 
scheduling  and  updating  problems  have 
been  resolved.  Vour  uf:\\'  invoices  will  be 
showing  a  message  "Payments  received 

after ,  are  not  inflected  in 

this  invoice.''  Intei  im  shipments  of  back 
issues  or  COMPUTE!  Books  will  be  billed 
as  shipped,  and  (dso  rcllected  on  your 
monthly  statement-invoice. 


HE  GRAPHIC 
DIFFERB^JO 

BETWEEN  ATARI  COMPUTERS  AND  ALL  OTHERS. 


.^^ 


'3 


37  mlllfon  reasons  why  the  ATARI 
Home  Computer  is  somethtng  to  see. 

The  display  screen  used  with  our  computers  ' 
is  composed  of  192  horizontal  lines,  each 
containing  320  dots.  Delivering  color  and 
luminosity  instructions  to  each  dot  for  a 
second  requires  3  J  million  cycles ...  a  lot 
of  work  for  the  normal  6502  processor 

That's  why  the  ATARI  computer  has 
equipped  its  6502  with  its  own  electronic 
assistant.  It's  called  ANTIC,  and  it  handles 
all  the  display  work,  leaving  the  6502  free 
to  handle  the  rest.  What  this  means  to  you 
is  uncompromisingly  spectacular  display 
capabilities  without  loss  of  computer 
power  needed  to  carry  out  the  demands 
of  your  program. 

That's  a  quality  you  just  don't  find  in 
ordinary  personal  computers.  And  it's 
one  of  the  reasons  some  computer 
experts  say  that  ATARI  computers  are 
so  far  ahead  of  their  time. 
There's  more  ...which  is  what 
you  d  expect  from  ATARI. 
Language,  The  ATARI  Personal 
Computer  uses  several  program- 
ming languages  to  give  the  user 
maximum  control  of  its  extraordi- 
narv  capabilities.  PILOT  Microsoft 
BASICf  and  ATARI  BASIC  are 
understood  and  spoken  by  the 
ATARI  computer  You'll  also  find 
our  Assembler  Editor  cartridge 
indispensable  for  machine 
language  programming. 


[Qfim 


'im 


»v 


ATARI 


Sound.  An  ATARI  computer  has  four  sound 
generators,  or  voices,  activated  by  a  sepa- 
rate microchip.  This  leaves  the  principal 
microprocessor  chips  free  to  perform  other 
tasks.  And  you  can  take  full  advantage  of 
this  capability  which  is  designed 
for  easy  programming, 

Change.  ATARI  Home  Computers  have 

been  designed  to  make  change  and 

expansion  easy  The  ATARI  computer  has  a 

modular  operating  system*  that  can  be  easily 

replaced  as  new  technology  develops.  II  you 

need  it,  memory  expansion  requires  no  more 

than  inserting  additional  RAM  modules* 

And  the  ATARI  ROM  cartridge  system  also 

makes  it  easy  to  change  languages.  In  short, 

your  ATARI  computer  won  t  be  obsoleted  by 

future  developments . . .  beause  it  already 

incorporates  the  future. 

Sharing.  To  learn  more  about  the  amaz- 
ing capabilities  of  ATARI  computers,  visit 
your  local  computer  store  for  a  demon- 
stration. Or  send  for  our  Technical 
User's  Notes,  intended  for  the  serious 
programmer  They  are  only  $27  and 
_^..      contain  a  lot  more  information  about 
our  computers'  special  capabilities 
than  most  companies  could  tell. 
See  your  ATARI  dealer  or  send 
S30  (S27  plus  S3  postage  and 
handling),  payable  to  ATARI,  to 
Technical  User's  Notes,  c/o 
,A.TARI  Customer  Service.  1340 
Bordeaux  Avenue,  Sunnyvale. 
CA  94086. 


*ATARI  BOO'"  computer  only. 


©1981  Atari,  Inc. 


^^  A  Warrver  Communicat'on!;  Compaf^y 


COMPUTE] 


March,1982.(ssue22 


Staff  Of  COMPUTf! 

Robert  C.  Lock,  Publisher/Editor 
Kathleen  Marti  nek,  Managing  Editor 
Richard  Mansfield,  Assistant  Editor 
Alice  S.  Wolfe.  Publisher's  Assistant 
Georgia  Papadopoulos,  Art  Director/ 

Production  Manager 
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Auttiors  of  manuscripts  warrant  thai  all  rrjaterials 
submitted  to  COMPLfTi!  ore  original  materials 
with  full  ownership  rights  resident  in  said  authors. 
By  submitting  articles  to  COMPUTEI  authors 
ocknowledge  that  such  materials,  upon  ac- 
ceptance for  publication,  become  the  exclusive 
property  of  Small  System  Services,  Inc.  No 
portion  of  this  mogozine  may  be  reproduced  in 
any  form  without  written  permission  from  the 
pubiisher.  Entire  contents  copyright  €  1982, 
Smolf  System  Services,  Inc.  Rights  to  progroms 
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exptained  in  our  author  contract  Unsolicited 
materials  not  accepted  for  publicotion  in 
COMPUTE!  will  be  retufned  if  outhor  provides  a 
self -addressed,  stamped  envelope.  Program 
listings  should  be  provided  in  printed  form  (new 
ribbon)  OS  well  as  rrrachine  readable  form, 
Arlides  should  be  furnished  as  t/ped  copy 
(upper  and  lower  cose,  please)  with  double 
spacing.  Each  page  of  your  article  should  bear 
the  title  of  the  article,  dote  and  name  of 
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errors  in  articles  or  advertisements.  Opinions 
expressed  by  authors  ore  not  necessarily  those 
of  COMPUTE! 

PET  is  o  trodemark  of  Commodore  Business 
Machines,  inc. 

Apple  is  a  trodemork  of  Apple  Computer 
Company. 
ATARI  is  a  frademark  of  Atari,  Inc. 


Coming  In  The 
April  Issue 
Of  COMPUTE!: 

Tracking  Down 
■Memory  Bugs 

Shooting  Stars  Game 

User  Defined  Functions: 
Defined  for  PET/CBM 

Using  Textpiot  For 
Animated  Atari  Games 

A  VIC-20  Terminal  Program 

Customizing  Apple's 
Copy  Program 


Professional  Software  Introduces 
POWER 

by  Brad  Templeton 


II 


POWER  TO  YOUR    ^e®-^* 
COMMODORE  COMPUTER 


POWER  produces  a  dramatic  improvement  in  the 
ease  of  editing  BASIC  on  Commodore's  computers. 
POWER  is  a  programmer's  utility  package  (in  a  4K 
ROM)  that  contains  a  series  of  new  commands  and 
utilities  which  are  added  to  the  Screen  Editor  and  the 
BASIC  Interpreter.  Designed  for  the  CBM  BASIC 
user,  POWER  contains  special  editing,  programming, 
and  software  debugging  tools  not  found  in  any  other 
microcomputer  BASIC.  POWER  is  easy  to  use  and  is 
sold  complete  with  a  full  operator's  manual  written  by 
Jim  Butterfield. 

power's  special  keyboard  'instant  action'  features 
and  additional  commands  make  up  for,  and  go  beyond 
the  limitations  of  CBM  BASIC.  The  added  features 
include  auto  line  numbering,  tracing,  single  stepping 
through  programs,  line  renumbering,  and  definition 
of  keys  as  BASIC  keywords.  POWER  even  includes 

TM  POWER  is  a  Registered  Trademark  of  Professional  Software,  inc. 


new  "stick-on"  keycap  labels.  The  cursor  movement 
keys  are  enhanced  by  the  addition  of  auto-repeat  and 
text  searching  functions  are  added  to  help  ease  pro- 
gram modification.  Cursor  UP  and  cursor  DOWN 
produce  previous  and  next  lines. of  source  code. 
COMPLETE  BASIC  program  listings  in  memory  can 
be  displayed  on  the  screen  and  scrolled  in  either  direc- 
tion. POWER  is  a  must  for  every  serious  CBM  user. 

Call  us  today,  for  the  nante  of  the  Professional 
Software  dealer  nearest  you. 

Professional  Software  Inc. 

166  Crescent  Road 

Need  ham,  MA  02194 

Tel:  (617)  444-5224     Telex  #951579 


$12.95 


* 


I 


FIRST  BOOK 


PET/CBM 


^J^' 


Available  Now 
At  Your  Computer  Retailer 


$12,95 


Only  SI 2.95  plus  S2.00  shipping  and  handling.  *Direct  orders  in  the  US  call  TOLL  FREE  800-345-81  )2 
In  Pennsylvania  call  800-662-2444.  MasterCard,  VISA,  check  or  money  order  payable  in  US  dollars 
accepted.  Send  to  COMPUTE!  Books,  515  Abbott  Drive,  Broomall,  PA  19008  USA. 

*Outside  US  add  S4.00  airmail.  S2.00  surface  mail.  NC  residents  add  4%  sales  tax. 

AMI  n  ^  legislwed  iradeirart;  of  Ai»i.  Inc.  PET  ^ncl  CBM  iire  Biidemarks  of  Comniodoie  ftninm  M,Khin«.  tnt 


12 


COMPUTil 


March,  1982Jssue  22 


Ask  The 
Readers 


Robert  Lock  Richard  Mansfield, 
And  Readers 


If  you  have  any  questions  (or  answers  lo  the  ques- 
tions printed  below)  please  write  to:  Ask  The 
Readers,  COMPUTE!  Magazine,  P.O.  Box  5406, 
Greensboro,  NC  27403. 

Answers      

On  page  10  ^/COMPUTE!  #/9,  a  reader  asked  about, 
and  you  commented  on,  COM  as  an  Atari  BASIC 
keyword. 

I  vety  recently  bought  an  Atari  and  as  yet  have  not 
delved  extensively  into  (he  programming  aspects  of  it  since 
most  of  the  time  it  has  Missile  Command  in  the  left  slot, 
but,  in  other  computer  systems  I  have  used  ivith  either 
interpreter  or  compiler  BASIC,  COM  or  COMA/OjV 
defines  common  variables,  either  string  or  numeric,  for 
programs  which  are  to  be  chained  instead  of  POKEing 
the  information  into  protected  memory  by  oiw  program, 
then  PEEKing  it  out  by  a  subsequent  one.  This  is  usually 
accomplished  under  DOS  control 

A  question  that  I  have,  and  perhaps  another  reader 
can  answer,  is  how  I  could  build  an  interface  or  two  to 
use  the  Radio  Shack  (Tandon  40  track)  drives  and  Cen- 
tronics 737  parallel  printer  I  have  for  my  TRS-80  Model 
I  with  the  Atari  serial  port.  I  realize  this  identifies  me  as  a 
"Hardware  Nut,  '*  but  for  personal  satisfaction,  I  would 
rather  build,  than  buy,  an  interface.     William  E.  Allen 

Our  thanks  to  the  others  who  sent  in  responses  to 
this  question. 

/  am  writing  in  response  to  columfiist  Zumchak's  comments 
in  the  'Ask^The  Reader^  section  o/' COMPUTE!  #/6. 

The  question  of  a  next  generation  6502  micropro- 
cessor is  certainly  not  a  dead  issue.  However,  this  is  a 
market-driven  decision.  Synertek  would  readily  undertake 
the  development  and  marketing  of  a  sequel  to  the  6502  if 
there  were  reasonable  expectations  that  this  would  be 
justified  by  adequate  business  in  the  new  part. 

As  to  the  SYM  board,  the  SYM-2  version  is  laid  out 
to  accept  the  6502,  6800,  or  6809.  There  is  also  a  plug-in 
module  for  the  SYM-l  to  adapt  it  to  those  processors. 
These  new  products  were  introduced  to  widen  the  market 
for  the  SY\M,  not  as  a  move  away  from  the  6502. 

Synertek  is  continuing  to  support  the  6502,  as  we 


have  in  the  past.  New  peripheral  products  are  being 
designed  to  work  with  the  6502.  We  believe  that  the  6502 
is  one  oj  the  best  8 -bit  processors  available.  Although 
many  applications  use  I  MHz  parts,  the  6502  is  available 
in  versions  that  run  with  clocks  of  2,  3,  and  4  MHz, 

Dr.  Michael  Smolin 
Director,  Strategic  Planning 
Synertek  Inc. 

In  his  excellent  article  Machine  Language:  What's 
Your  Sign?  f  COMPUTE!  #/  7),  J  mi  Butterfield  discusses 
how  the  Overflow  (V)flcig  will  be  set  if  the  addition  or 
subtraction  of  two  signed  numbers  causes  a  ''sign  switch," 

A  rarely  publicized  fact  is  that  a  sign  switch,  or 
overjlow,  can  only  occur  if  you  are  adding  two  numbers 
that  have  the  same  sign  (both  positive  or  both  negative) 
or  subtracting  tivo  numbers  that  have  opposite  signs. 
Moreover,  because  a  sign  switch  indicates  that  the  result 
exceeds  the  legal  limits  of  a  signed  number,  -128  or 
+  127,  V=  I  always  constitutes  an  error  condition... 

One  further  point  of  interest  is  that  CMP,  unlike 
SBC,  does  not  affect  the  contents  of  the  Accumulator. 
This  allows  you  to  compare  NI  to  some  other  number 
(hi 3}  immediately,  withoiit  another  LD A  Nl  inst7iiction, 

Leo  J.  Scanlon 

For  several  years  I  have  been  dealing  with  the  CRASH  of 
the  INPUT  statement  on  our  200 1  and  4016  COMMO- 
DORE Computers  wium  the  RETURN  key  is  depressed 
with  no  input!  I  have  read  of  several  fairly  short  routines 
that  overcome  this  problem  and  have  developed  my  own 
favorite,  as  have  most  users  (Our  students  develop  software 
for  the  Elementary  School  -  kids,  and  their  teachers,  will 
crash  programs), 

Anyivay  —  this  evening,  quite  by  accident,  I  stumbled 
upon  a  quick  way  to  protect  the  RETURN  key  on  INPUT! 
A  t  least  I  hax  fe  n  ei  fer  h ea  rd  of  it.  [  L i  n e s  7  0 ,  8  0 ,  160, 
1 70,  and  180  will  do.]  If  you  type  in  the  enclosed 
program  and  RUN  same,  you  ivill  notice  that  the  INPUT 
at  line  70  (numeric)  and  line  160  (string)  are  protected 
under  inputt return  (and,  of  course  RUN/STOP)!! 

When  you  look  at  the  listing,  Tm  sure  your  reaction 
will  be  the  same  as  mine  laas  when  I  looked  at  the  listing 
and  said  to  myself  and  all  within  earshot,  ''Whafs  going 
on  here?  I  tried  this  years  ago!  It  didn't  work  then,  so  why 
is  it  WORKING  now???.'^ 

The  key  lies  in  the  length  of  the  input  prompt  — 
exactly  38  characters.  This  configuration  puts  the 
INPUT  question  mark  at  the  end  of  the  input  line  and 
the  cursor  all  by  itself  on  the  left  of  the  next  line.  Bingo  — 
RETURN  =  null.  The  conditional  picks  up  the  pieces 
and  we're  in  business, 
John  Taylor 

To  answer fohn  Fry's  question  [in  COMPUTE!  #18]: 


PATHFINDER 
Never  before  released,  a ! 
arcade-adventure  game  for 
Atari , . ,  alone  in  a  vast 
transparent  maze 
Inhabited  by  radioactive 
monsters  and  nuclear 
waste,  you  must  blast 
the  waste  and  free 
the  maze  of 
mutant  monsters. 
By  Solitaire  Group, 
requires  24K  Atari 
with  disk  drive. 


•■:nv 


^^ 


MATCH  RACER 
Brand  new  for  the  Atari,  this  one 
or  t\vo  player  game  tests  your 
driving  skills  on  a  race  track 
filled  with  treacherous 
obstacles.  See  how  far 
you  can  get  before 
your  luck  and  skill  run  I 
out!  By  Solitaire 
Group,  requires 
16K  Atari  w^th  disk  I 
drive. 


HOLLYWOOD 


ANDROMEDA 

Introducing  a  spectacular, 

original  arcade-adventure  for  j 

the  Atari ...  a  battle  in  inner  j 

space  . . .  you  must  invade  j 

o  living  organism  and 

destroy  its  tissues  before  , 

its  antibodies  destroy 

you.  By  Solitaire 

Group,  requires 

16K  Atari  with  disk 

i  drive. 


m  i^LUTWAhr    m: 


1771  Tribute  Rd.SL 


^t^.T*^S^!f!!r!i[: 


1981  Gebelli  Softvyare,  Inc.    Atari  is  a  registered  tradennark  of  Atari,  Inc. 


14 


COMPUTEI 


March.  1962.  Issue  22 


sequential  fata  files:  you  have  two  problems. 

Statement  in  line  40  is  wrong.  It  should  read  40 
DISK  CLOSE ,6  not  40  DISK  CL0SI%6,A$. 

Also,  don't  forget  to  run  change  program  to  shift 
BASIC  work  space  to  allow  for  your  I  buffer  (step  3  on 
page 24  in  my  sy stern's  manual). 

OS  I  puts  the  buffers  used  for  device  6  and  7  before 
the  BASIC  program.  Ij  you  don't  run  change  to  tell 
BASICS  to  allow  for  these,  it  will  start  in  this  area  for 
program  storage.  So  your  first  print  #6,  A  starts  writing 
over  your  program  and,  thus,  garbage  on  LIST, 
Alex  J.  Kowalski,  Jr. 

/  am  writing  with  a  few  odds  and  ends,  corrections/ 
modifications  to  a  couple  of  programs,  and  a  question 
that  ''Ask  the  Readers''  may  be  able  to  answer. 

To  begin  with,  users  of  "Keyword"'  as  revised  in 
COMPUTE!  #i  7  may  have  advised  you  by  now  that  this 
ve}j  nice  utdity  crashes  when  used  with  Upgrade  (3.0 
BASIC)  ROMs,  I  found  that  the  folloioing  line  fixed  the 
problem: 

215  POKE  BASE  +  8,46:POKE  BASE  +  12,230 

While  on  the  subject  of  "Keyword,''  it  may  be  worth 

mentioning  to  all  that  this  and  any  program  that  alters 
the  interrupt  vector  must  be  turned  oiT prior  to  initiating 
tape  5^4^^^  or  LOADs.  I  also  found  that  "Keyword'' 
should  be  turned  OFF  prior  to  running  a  BASIC  program 
to  avoid  printing  a  collection  of  keywords  ivhere  graphics 
or  lower  case  should  be  printed.  Perhaps  someone  can 
explain  this  problem. 

I  am  using  an  Original  ROM  PET  with  Upgrade 
ROMs  installed.  The  Upgrade  ROM  Monitor,  available 
all  the  time,  is  great.  I  have  found  at  least  one  anomaly 
with  this  Monitor,  however:  it  refuses  to  accept  program 
names  thai  are  more  than  15  characters  long.  Perhaps 
occasionally,  an  "End-of-Tape"  header  is  recorded  at  the 
end  of  a  machine  language  program  SAVE  using  the 
Monitor.  Are  there  any  explanations  for  this  out  theref 

Lastly,  I  finally  got  to  tty  the  program  "Basic  Math 
for  Fun  mid  Profit'' from  COMPUTE!  #9.  It's  a  great 
program!  I  did  make  one  significant  change  to  it,  however: 

922  IFZ$(T)  =  CHR$(  13)THENZ$(T)  =  STR$(0):I  =  9 

923  PRINTZ$(T);**"; 

924  Y$  =  Z$(9)  +  Z$(8)  +  Z$(7)  +  Z$(6)  +  Z$(5)  +  Z$(4)  + 
Z$(3)  +  Z$(2)  +  Z$(l ):  W  =  VAL(Y$) 

925  NEXT;GOT0357 

(Changes  at  lines  922  and  925.) 
R.  D.  Young 

/  ivould  like  to  share  some  lessons  learned  about  the  VIC 
20.  In  obtaining  a  TV  for  use  with  the  VIC  20  I  learned 
several  items  I  thought  would  be  of  interest  to  all  VIC  20 
owners.  Zenith  TVs  models  L,  A/,  A^  can  have  a  jump  in 
the  picture  because  of  the  difference  in  the  sync  rate 
between  the  VIC  20  and  the  TV^'i.  This  jump  can  be  taken 
out  by  your  service  man  by  having  him  connect  the  jumper 
(sometimes  called  non  standard  vertical  or  cable  standard 


jumper)  on  the  vertical  output  board.  If  your  TV  has  a 
crystal  controlled  tuner  and  there  is  no  fine  tuning,  you 
can  adjust  your  modulator  with  the  adjustment  screw 
closest  to  the  input  end  so  you  can  get  color  on  both  channels 
3  and  4  on  the  TV. 

If  you  are  having  wavy  lines  on  your  TV  you  could 
be  picking  up  RF  interference  signals  on  the  tv  ires  from 
the  TV  computer  switch  box.  If  your  TV  has  cable  input 
capability,  use  of  coaxial  cable  from  the  modulator  to  the 
input  for  cable  can  eliminate  this  interference.  If  your 
picture  is  not  the  right  spot  on  the  TV  POKE  I  through 
14  into  36864  luill  move  it  right  and  left,  and  0  through 
125  into  36865  ivill  move  it  up  and  down. 

Want  to  use  your  "f  keys?  You  can  if  you  CET  A$ 
and  use  the  ASC(A$)  to  create  a  value  133  for  f I  to  140 
forfS.  This  CHR$  value  can  then  be  used  in  the  pro- 
gram.    Jim  Turrentine 

Questions 

/  want  to  thank  you  and  Dub  Scrogginfor  the  fine  game 
program  in  the  January  82  issue  for  the  VIC  20.  Instead 
of  using  the  keyboard,  I  made  a  change  in  ''ZAP!!''  to  use 
a  joystick  and  it  loorks  great, 

I  have  a  problem  with  my  recorder.  I  have  to  turn  it 
upside  down  to  load  a  program.  I  have  taken  the  back  off, 
but  can  t  find  anything  loose.  If  I  try  a  load  it  finds  a 
program  then  doesn't  load  and  prints  "out  ofrnernory"  or 
loads  a  scrambled  up  program.  Any  ideas?   Don  Dudley 

The  school  at  ivh'ich  I  teach  has  just  purchased  the  VIC 
20.  Software  is  scarce  at  the  moment.  Could  you  suggest 
or  indicate  programs  of  an  educational  nature  that  I 
might  use  in  an  elernentary  school  setting? 

I'm  really  keen  on  getting  a  good  start  ivith  the  VIC 
20  in  my  school.     Michael  Moher 

Hallo  there  in  USA! 

Eve  opened  an  Atari  User  Club  here  in  West  Cermany.  I 
would  appreciate  it  if  you  could  send  me  the  addresses  of 
Atari  Programmers,  Here  in  Germany  you  can  only  buy 
some  games  like  Star  Raiders  and  some  more,  but  they  are 
few.  My  Club  wants  to  make  it  possible  for  the  members  to 
buy  programs  from  the  USA. 

Also,  could  you  send  me  the  addresses  of  Atari  User 
Clubs  there  in  the  USA  ? 

I  hope  you  can  help  me. 

Knut  Hernumn 

Merscheider  Strasse  130 

5650  Solingen-Merscheid 

Germany  © 


COMPUTE!  The  Resource, 


/VMRI  OWNERS,  UJ^TE 

OPENED  UP  A  V  *-^    ^ 
WHOLE  NEW  ^^ 

WORLD  ^*-      '"^ 


At    hSL    we    estab- 
lished our  reputa- 
tion in  quality  ^ 
computer              ^ 
games  t>y  pro- 
clucitig  some   of 
tlic    finest    strategy  - 
simulations  lor  the       X- 
Apple^*^  and  TRS-BO.'"^        ,i 

Well  At;iri  owners, 
this  is  your  lucky  day. 
Because    we've  Just    ^ 
introduced   our   lirst  *" '  / 
game   for   the  Atari- 
800     computer:    THE  '' 

SHATTERKD  ALLIAHCE."'    ,^ 

With  it,  wcVe  opened      ,   . 
up  lor  you  SSI's  world 
of  fun  and  excitement 
in  a  big  way  —  by  literally 
creating  an   entire  planet 
called  Osgorih  to  serve  as  your 
personal  playground  I 


OSGORTHI  It  is  a  wonder  world  of 
fantasy  and  adventure  populated  with  creatures  as 
varied  as  they  are  enchanted:  dwarves,  unicorns,  Valkyries, 
centaurs,  Nrardmen  and  zorgs  (whatever  tliey  are 0-.  Just  to 
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16 


COMPUTij 


March,  1982.  Issue  22 


Computers 
And  Society 


David  Q  Thornburg 

Innovision 

Los  AltoaCA  94022 


Artists  have  always  been  among  the  first  to  explore 
new  technologies.  Many  times  this  exploration 
begins  before  the  technology  leaves  the  laboratory. 
For  example,  long  before  the  laser  found  its  way 
into  supermarket  check  stand  scanners,  it  was 
being  used  as  an  expressive  medium  by  artists  like 
Robert  Whitman  who  received  major  technical 
assistance  from  Bell  Laboratories  and  the  optical 
scientist  Eric  Rawson. 

The  collaboration  between  artist  and  technolo- 
gist requires  extraordinary  sensiti\  ity  on  the  part 
of  both  people.  Historically,  this  collaboration  has 
also  required  that  the  artist  have  access  to  a  large 
university  or  industrial  research  laboratory  where 
the  needed  technical  resources  could  be  found. 

The  innovative  use  of  movie  cameras  in  the 
194()\s  benefited  as  much  from  technological  col- 
laboration as  does  the  use  of  computers  by  artists 
today.  Whenever  a  new  technology  offers  an  ex- 
pressive medium  to  the  artist,  some  technologists 
are  more  than  happy  to  lend  their  assistance  when 
needed.  But  one  must  wonder  if  the  need  for 
collaboration  aids  or  inhibits  the  How  of  creative 
ideas.  Some  ardsts  are  happy  to  work  with  others, 
and  some  are  loners  -  preferring  the  solitude  of  an 
isolated  studio  to  the  constant  interchange  of  ideas 
with  co-workers. 

One  artist  who  has  spent  many  years  making 
innovative  use  of  technology  is  John  Whitney. 
Over  the  span  of  several  decades,  Whitney  evolved 
the  idea  that  the  dynamic  visual  media  (such  as 
motion  pictures,  videodisks,  and  real-time  com- 
puter animation)  open  the  door  to  the  creation  of 
visual  harmonies  which  are  the  counterparts  of 
musical  harmonies.  His  book,  Digital  Harmony:  On 
the  Complementarity  of  Music  and  Visual  Art  (Byte 
Books,  1980)  expresses  this  philosophy  in  great 
detail.  In  it,  Whitney  traces  his  own  development 
as  an  artist  involved  with  technology. 

In  the  late  I930's,  he  saw  the  modon  picture 


camera  as  a  tool  w  hich  would  allow  him  to  create 
visual  images  which  somehow^  'looked"  the  way 
music  sounded.  During  his  early  experiments  he 
learned  something  very  important.  To  suggest  that 
a  motion  picture  camera  can  contribute  to  a  new 
visual  art  makes  about  as  much  sense  as  suggesting 
that  a  tape  recorder  can  contribute  to  the  art  of 
music. 

Music  Info  Visual  Symmetries 

In  the  computer,  on  the  other  hand,  Whitney  saw^  a 
new  medium  -  a  medium  of  creative  expression  in 


...we  are  on  the  threshold 

of  an  era  when  isolated 

artists  will ...  be  able 

to  use  the  computer 

with  as  much  ease  as... 

pastels,  oils,  or  clay. 


which  his  quest  for  the  dynamic  display  of  visual 
harmonic  symmetries  could  be  satisfied. 

Thus  began  a  period  in  which  his  images  were 
created  first  on  a  cathode  ray  tube  and  then  cap- 
tured on  film  for  others  to  see.  This  work  benefited 
from  collaboration  with  technologists.  For  example, 
Larry  Cuba  assisted  in  the  making  of  Whitney's 
film  Arabesque.  (Cuba's  software  talents  in  ctjmputer 
animation  have  probably  been  seen  by  many 
COMPUTE!  readers  -  he  created  the  Death  Star 
animation  sequence  in  Star  Wars,) 

Arabesque  is  occasionally  shown  on  public  tele- 
vision, and  is  a  film  worth  seeing.  Each  time  I  have 
seen  it  I  am  once  again  impressed  with  its  fluidity 
of  geometric  form.  Not  surprisingly,  W'hitney 
devotes  a  chapter  of  his  book  to  this  film. 

Books  of  this  sort  are  inspiring  to  artists 
and  non-ardsts  alike.  It  is  excidng  to  see  the  art 
w^hich  springs  out  of  centers  of  excellence,  such  as 
universities. 

But  it  is  even  more  exciting  to  realize  that  we 
are  on  the  threshold  of  an  era  when  isolated  artists 
will  themselves  be  able  to  use  the  computer  w^ith  as 
much  ease  and  familiarity  as  they  presently  use 
pastels,  oils,  or  clay.  W^hile  the  early  phases  of 
computer-based  art  required  a  high  level  of  techni- 
cal and  financial  support,  the  implementaUon  of 
easy-to-use  graphics  environments  on  low-cost 
computers  (e.g.,  Atari  PILOT  on  the  Atari  400 
or  800,  TI  LOGO  on  the  99/4A,  and  Apple  Super- 
PILOT  or  LOGO  on  the  Apple  II)  places  this 
medium  within  the  comprehension  and  budget  of 
many  artists. 

This  adoption  of  the  computer  as  a  new 
medium  will  not  occur  overnight,  however.  Most  of 


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the  serious  artists  I  know  have  two  concerns  about 
computers.  First,  for  many,  the  cost  of  a  $3,000 
system  is  prohibitive.  Second,  there  seems  to  be  no 
easy  way  for  these  people  to  bridge  the  software 
barrier.  Artists  who  really  w^ant  to  use  computers  as 
more  than  playthings  know  that,  sooner  or  later, 
they  will  have  to  become  programmers.  How  sad  it 
is  to  see  these  people  attending  evening  courses  at 
the  local  community  college  learning  BASIC  or 
(Heaven  forbid!)  COBOL,  in  the  hopes  that  by 
learning  how  to  write  bubble  sort  routines,  the 
computer  will  become  less  mysterious. 

Most  intocluctory  programming  courses  don't 
satisfy  any  of  these  students'  real  needs.  The  fact 
that  at  least  some  artists  (Whitney,  for  example) 
have  been  able  to  bridge  this  gap  is  heartening 
news,  but  this  is  likely  to  be  cold  comfort  to  those 
art/computer  students  who  think  a  string  variable 
refers  to  the  color  of  a  length  of  twine. 

Sooner  or  later,  artists  in  great  numbers  wall 
start  using  computers  on  their  own.  Whitney's 
book  shows  us  the  promise  of  this  tool  and  he 
encourages  others  to  follow^  their  own  path  with 
this  technology. 

All  we  need  now  are  more  practitioners.  © 


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Dealer  Inquiry  Welcome 


20 


COMPUTEI 


March,  1962,  Issue  22 


The  Beginner's  Page: 

How  Computers 
Remember 


Richard  Mansfield 
Assistant  Editor 


Computers  Fascinate  us  for  many  reasons.  We  have 
only  recently  built  this  machine  and  it  is  last  and 
complex,  but  the  same  could  be  said  of  a  jet  airplane. 
One  reason  for  our  fascination  might  be  that,  after 
years  of  passively  watching  TV,  we  can  Fuially  take 
control  of  what  appears  on  the  screen.  Beyond 
this,  perhaps,  is  the  fact  that  the  computer  is  the 
thing  we\  e  built  which  comes  closest  to  being  a 
copy  of  our  own  mind. 

Thet  e  are  significant  differences,  though, 
between  the  way  we  think  and  the  way  the  computer 
thinks.  For  complex,  abstract  thinking,  a  child  can 
easily  outdo  the  finest  computer  available  today. 
On  the  other  hand,  the  computer  is  far  faster  than 
any  human.  For  one  thing,  the  computer  was  de- 
signed to  be  efficient  when  dealing  with  numbers. 
Ihe  engineers  realized  from  the  start  that  the 
computer  would  be  much  better  off  if  it  avoided 
using  oiu'  "decimal"  system. 

Let's  look  into  some  reasons  why  thinking  in 
decimal  is  less  effective  than  hinajy,  the  computer's 
way.  This  will  help  us  tinderstand  how  a  machine 
can  "remember/' 

A  computer  does  tw^o  major  things:  it  solves 
problems  (computes)  and  it  remembers.  To  add 
2  +  2.  the  computer  first  remembers  (stores)  your 
instructions  which  contain  the  problem.  10  X  = 
2  +  2.  When  you  type  RUN,  it  looks  for  the  lowest 
line  ntmiber  in  its  memory  and  solves  whatever  it 
finds.  Then  it  remembers  the  answer  (elsewhere  in 
its  RAM,  its  temporary  memory  cells).  If  there  is 
another  line  number  (20  PRINT  X)  it  will  put  the 
number  4  on  your  screen,  showing  that  it  not  only 
computed  the  problem  in  line  10,  but  also  remem- 
bered the  result. 

How  does  It  remember? 

Let's  try  an  experiment.  Type:  POKE  0,1  and 
notice  that  nothing  happens  (at  least  nothing  we 
can  see).  In  fact,  the  'iowest"  cell  in  your  computer  s 
memory  just  changed.  POKE  is  a  way  that  you  can 
directly  ctiange  a  memory  cell.  Each  cell  has  its  own 
address,  just  as  if  each  cell  were  a  house  in  a  city 
with  65536  houses.  (The  addresses  go  from  0  to 
65535.)  So,  when  you  POKE,  you  are  replacing  the 


number  in  that  cell  with  whatever  number  follow  s 
the  comma  in  your  POKE  command.  (If  your 
machine  does  not  have  the  maximum  memory, 
some  zones  will  not  respond  to  POKE.  Also,  you 
can't  expect  to  POKE  into  the  ROM  memory  be- 
cause it  never  changes  —  its  contents  are  carved  in  it 
forever.) 

Now  type:  ?  PEEK  (0)  and  notice  that  our  "1" 
is  printed  (?  is  short  for  PRINT).  Ihe  "1"  is  still  in 
the  0  address  cell  and  it  will  stay  there  until  you 
POKE  something  else  in,  or  the  computer,  in  the 
course  of  performing  a  task,  needs  to  use  that  cell 
to  remember  a  number  of  its  own.  It  will  also 
"forget*'  if  you  turn  off  the  power.  But  we  still 
don't  yet  know  just  hoiv  this  number  is  remembered 
in  that  cell. 

Why  We  Count  By  Tens 

Another  name  (or  a  cell  in  yoiu' computer's  memory 
is  byte.  If  you  have  16K  of  free  memory  (a  K  is  1024 
bytes,  called  a  kilobyte)  this  means  that  you  have  16 
X  1024  cells  for  a  total  of  16384  cells  for  your  use. 
What  are  these  cells?  Each  one  is  able  to  "remember" 
numbers.  How  high  can  a  cell  count?  A  byte  can 
hold  the  numbers  from  0  up  to  255. 

Nobody  knows  for  sure,  but  it  seems  a  good 
guess  that  we  humans  count  in  groups  of  lO's 
{decimal)  becatise  long  ago,  in  caves,  when  the  hun- 
ters were  asked  how  many  bison  they  saw  that 
morning,  the  leader  would  likely  hold  up  a  certain 
number  of  fingers  in  the  air.  On  a  good  day,  the 
leader  might  say,  "We  saw  many.  My  hands  plus 
Joe's  hands  and  one  hand  more!"  7  he  people 
would  nod  and  vaguely  undeistaird  the  concept  of 
25  bison, 

We  tend  to  think  that  lO's  are  logical,  even  a 
natural,  way  to  count.  Alter  all,  so  many  things 
seem  to  fall  into  groups  of  tens:  a  dime,  a  quarter 
(four  hands  plus  one),  a  dollar,  a  $  10  bill,  etc. 
Neverthele.ss,  if  lobsters  ran  the  world,  it  is  quite 
possible  that  things  would  l:)e  counted  in  fours.  If 
you're  curious,  the  most  "natural"  numl:>er  gt  ouping 
(found  in  shells,  feathers,  flowers  and  so  foi  th)  is 
called  the  Fibonacci  series.  The  next  nu!nl>er  in 
this  series  is  equal  to  the  sum  of  the  two  previous 
ones:  0,1,1,2,  3,5,8  and  so  on. 

So,  since  1 0's  are  not  natural  except  to  creatures 
with  that  many  fhigers,  there  is  no  reason  why  a 
computer  should  count  by  lO's.  For  something  that 
runs  on  electricity,  the  easiest  way  to  count  is  by  2's 
(called  binan,  meaning  "can  be  counted  using  only 
two  symbols,  the  zero  and  one").  Fhe  computer 
finds  binary  counting  very  simple  since  this  lets  it 
represent  ninnbers  by  merely  turning  something 
on  (like  a  lightbulb)  to  stand  for  "1"  or  leaving  it 
off  to  mean  '() '.  It  it  had  to  deal  with  3's,  and  7's, 
and  the  rest,  it  would  n^iid  to  recognize  and  juggle 
ten  different  symbols,  0  through  9,  like  we  do.  This 


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22 


COMPUTEl 


March,  1982.  Issue  22 


is  what  we  mean  when  we  say  that  the  decimal 
system  has  ten  digits  (0-9).  The  binary  system  has 
only  two  digits,  zero  and  one.  By  the  way,  digit  also 
means /mg^r. 

In  The  City  Of  Bytes 


POKE  1504,  2  would  be; 


In  our  computers,  there  are  thousands  of  rows  of 
bytes  lined  up.  Each  of  these  bytes  has  an  "address" 
of  its  own  which  is  just  its  position  in  the  city  of 
bytes.  POKE  5,1  puts  the  number  one  into  the  fifth 
byte  and  POKE  8001,0  changes  the  8001th  byte  to 
zero.  We  can  easily  visualize  bytes  if  we  think  of 
each  one  as  a  house  with  an  odd  decoration  on  the 
roof:  a  row  of  eight  lightbulbs.  Let's  imagine  that 
we  have  just  turned  on  our  computer  and  all  our 
free  bytes  are  "empty''  -  we  haven't  yet  typed  in  a 
program  or  loaded  anything  into  them  from  a  tape 
or  disk. 

If  we  fly  over  the  city  of  bytes,  we  see  only 
darkness.  Each  byte  contains  nothing  (zero)  so  all 
eight  of  its  bulbs  are  off.  (On  the  horizon  we  can 
see  a  glow,  however,  because  the  computer  has 
memory  up  there,  ROM  memorv,  which  is  \  ery 
active  with  its  built-in  programs.)  But  we  are  clown 
in  RAM  (our  free  user-memory)  and  every  hotise  is 
dark.  Let's  observe  what  happens  to  an  individual 
byte  when  different  ninnbers  are  stored  there;  we 
can  randomly  choose  byte  1504. 


Like  all  the  rest,  this  byte  is  dark.  Each  bulb  is  off. 
Observing  this,  we  know  that  the  byte  Iiere  is  holding 
a  zero.  If  someone  types  in  POKE  1504, 1  -suddenly 
the  rightmost  lightbulb  goes  on  and  the  byte  holds 
a  one  instead  of  a  zero: 


This  rightmost  bulb  is  the  I's  column  (just  as  it 
would  be  when  counting  by  tens  in  our  decimal 
svstem.)  But  the  next  bulb  is  in  the  2^s  colunui,  so 


In  this  way  -  by  checking  which  bulbs  are 
turned  on  and  then  adding  them  together  -  the 
computer  can  look  at  a  byte  and  know  what  number 
is  there.  These  lightbulbs  are  called  bits  which  is 
short  iov  binary  digit.  Each  bit  is  in  its  own  position 
and  has  a  value  twice  the  value  of  the  one  just 
before  it: 


128^5     64's      32's      16*s       8's        4's 
The  Columns 


2's 


Vs 


Here  is  a  program  which  will  show  you  a  byte 
as  it  looks  in  binary.  You  then  try  to  give  the  number 
in  decimal.  It  has  been  designed  to  run  on  Atari, 
PET,  or  Apple,  Don't  type  in  anv  line  which  has 
REM  in  it  uttless  it's  followed  bv  the  name  of  vour 


com 

puter. 

100 

REM  BINARY  QUIZ 

110 

C1=20:C0=111:  REM  FOR  ATARI  ONLY 

120 

C1=88:C0=79:   REM  FOR  APPLE  ONLY 

130 

01=209: 00^215 :REM  FOR  COMMODORE  ONLY 

140 

X=INT(256*RND(1)) :  D  =  X:  P  =  128 

150 

PRINT  CHR${125);:  REM  ATARI  ONLY 

160 

PRINT  CHR$(147);:  REM  COMMODORE  ONLY 

170 

HOME:  REM  APPLE  ONLY 

180 

FOR  I  =  1  TO  8 

190 

IF  INT(D/P)  =  1  THEN  PRINT  CHR${C1); 

D  =  D-P:  GOTO  210 

200 

PRINT  CHR$ (C0) ; 

210 

P  =  P/2:  NEXT  I:  PRINT 

220 

PRINT  "  WHAT  IS  THIS  IN  DECIMAL?" 

230 

INPUT  Q:  IF  Q  =  X  THEN  PRINT 

"CORRECT":  GOTO  250 

240 

PRINT  "SORRY,  IT  WAS";X 

250 

FOR  T  =^  1  TO  1000:  NEXT  T 

260 

GOTO  14  0                             © 

THE   ULTIMATE   RESIDENT  PROGRAM  MANIPULATION  SYSTEM  FOR  PET™/CBM™  MICROCOMPUTERS 


SYSRES"    EXTENDED    DOS  SUPPORT   COMMANDS 

@  [type  "N"  keyboard) 

These  commands  may  be  used 

'♦.(type  "B^' keyboard) 

jnlerchangably,  to  perform 

I  (original  keyboard) 

the  following  dos  support 

>  (for  'wedge"  users) 

func  lions. 

Disk 

Printer 

Tape 

Directory 

Modes 

Command 

Functfon 

X 

' 

3 

@ 

Display  disk  status/  send  command 

X 

@N 

Format  (header)  a  new  diskette 

X 

@l 

Force  initialize  diskette 

X 

@V 

Validate  diskette  (collect) 

X 

m 

Duplicate  diskette 

X 

X 

4 

m 

Copy  or  concatenate  disk  file(s)* 

X 

@R 

Rename  file 

X 

X 

3 

@s 

Scratch  f  lie  (s)* 

X 

#$ 

List  directory** 

X 

@U: 

Reset  di^  drive 

X 

X 

X 

X 

6 

@L 

List  disk  file  or  BASIC  program** 

Note:     So 

me  of  the  disk  utility  command  set  may  also  be  used,  if  an  appropriate  direct  access  channel  has  been 

opened. 

*  Stand if £ 

1  CO  m  m  and  wi  th  added  options. 

••  Added  t 

Jisk  command. 

i 

SYSRES"    EXTEN 

DED    EDITOR    COMMANDS 

Disk 

Printer 

Tape 

Directory 

Modes 

Command 

Function 

X 

X 

4 

/ 

Quick  load  from  disk 

X 

X 

4 

t 

Quick  load  from  disk  with  auto  run 

X 

X 

2 
4 

APPEND 
AUTO 

Append  from  disk  to  end  of  current  program 
Auto  tine  number  (allows  header) 

K 

X 

3 

BLOAD 

Load  machine  language  (binary)  file 

X 

X 

3 

BR  UN 

Load  and  execute  machine  language  program 

X 

776 
2 

CHANGE 
CLOSE 

Change  pattern  to  another  pattern 
Close  one  or  all  files 

1 

CMD 

Set  output  to  file  (does  not  send  "  READY,") 

4 

DELETE 

Delete  a  range  of  lines  from  program 

X 

1 

DUMP 

Dump  all  scalar  variables  to  screen  or  file 

X 

X 

2 

EXEC 

Execute  a  file  as  keyboard  com  mands 

X 

240 

FIND 

Find  occurances  of  a  pattern 

X 

X 

X 

3 
7 
1 
1 
1 

GET 

KEY 

KEYS 

KILL 

KILL* 

Read  a  sequential  file  into  editor 

Defme  a  key  as  a  special  function 

Turn  key  functions  on 

Disable  SYS  RES'" 

Disable  SYSRES'"  and  unreserve  memory 

X 

10 

LIST 

Improved  BAStC  LIST  command 

X 

X 

X 

3 

LOAD 

Defaults  to  disk  drive 

X 

X 

2 

MERGE 

Merge  from  disk  into  cirrent  program 

X 

1 
1 

MON 
OLD 

Break  to  current  machine  language  monitor 
Restore  progr  am  a  f ter  "  N  E  W  "                            i 

X 

X 

X 

X 

24 
6 
2 

PUT 

KifNUMBEK 

RUN 

Send  program  to  disk  as  text  file 
Renumber  all  or  part  of  program 
Run  current  program,  ignores  screen  garbage 

X 

X 

X 

3 

SAVE 

Defaults  to  disk  drive,  allows  replace 

X 

X 

1 

SETD 

Set  disk  device  s,  allows  multiple  drives 

X 

4 
4 

SETP 
TRACE 

Set  printer  channeL  format  mode,  paging 
Select  1  of  3  trace/step  modes  and  speed 

X 

X 

X 

3 
1 

1 

VERIFY 

WHY 

WHY? 

Compare  current  program  against  disk/tape 
Print  position  of  last  error 
List  line  of  break  or  error 

X 

X 
X 

1       1 

* 

Send  output  to  primer 

Display  current  version  of  SYSRES*" 

JUST  A  FEW  OF  THE  FEATURES  OF  SYSRES*" 

*  Fast  up/down  scrolling  which  wofksl 

*  Advanced  repeat-key  routinel 

*  Reniefine  any  or  all  keys  as  any  keyword  (full  or 
short  form)  or  as  iny  string  up  to  255  characters 
longi 

*  Auto  line  numbering  which  can  feed  a  string  of  up 

to  127  charactorsas  welll 

*  Extended  DOS  support  (requires  DOS  2A  or 
greater}! 

*  Never  enter  another  file  name!  All  file  commands 
work  from  the  directory! 

*  Supports  multiple  disk  drives  1 

♦List  BASIC  programs,  sequential  and  relative  files 
without  loading  them  into  memory! 

♦TRUE  PROG RAIV1  MERGE  (overlay).  Supports 
subroutine  libraries! 

*  Load  and  run  machine  language  programs  with 
parameter  passingl 

*  Supports  multiple  printers! 

*  Automatic  printer  output  with  paging  plus 
formatted  listings  with  full  ASCII  code  conversion 
including  cursor  control  and  special  charactors  for 
non-CBM'*  printers! 

*  Edit  text  files  and  assembler  source  code  without 
leaving  BASIC! 

*  Renumber  part  of  a  program  or  even  change  the 
order  of  lines! 

•Over  700  FIND/CHANGE  commands  including 
variable  names  ("AS"  will  not  match  "BA$"), 
pattern  matching  with  "wtld-cards",  and  even 
commands  to  remove  spaces  and  REM's! 

*  TlB-ee  TRACE  modes  including  trace  variables! 

*  Does  not  affect  BASIC  program  operation! 

•One  AUTO-BOOT  DISKETTE  works  for  ALL 
PET™  or  CBM™  computers  (BASIC  2.0 or  greater 
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26 


COMPUTIl 


March,  1982.  Issue  22 


The  Winter 
Of  Our  Content 

A  Report  On  The 
January  Consumer  Electronics  Show 

David  D,  Thornburg 

Innovision 
LosAitoaCA 


At  a  time  when  most  of  us  are  contemplating  sugar 
plums,  planning  New  Year's  parties,  or  replacing 
shingles  kicked  loose  by  Santa's  reincleeiv.  a  few 
hardy  souls  are  preparing  for  a  major  event  —  the 
Winter  (Consumer  Electronics  Show  held  each 
January  in  Las  \'egas. 

In  the  area  of  personal  computers^  this  year's 
show  will  be  long  remembered.  r\)rmal  announce- 
nients  by  (lonnnodore,  Panasonic,  Astrovision, 
Sharp,  and  Toshiba,  more  than  justified  leaving 
the  remains  of  otu'  sudden  12"  rainstorm  for  the 
sutmy  (if  soniewliat  cold)  deseri  of  Nevada. 

Here,  then,  are  the  highlights  of  some  of  the 
more  exciting  products  for  19S2.  As  voti  read  this, 
remember  that  many  ol  the  products  displayed 
were  prototypes,  and  that  they  may  inidergo  some 
modification  before  going  to  market. 

For  sheer  impact,  (ioinmodoie  stole  the  show 
with  the  announcement  of  two  new  color  compti- 
ters!  Imagine  a  color  computer  with  separate  graph- 
ics and  sound  chips,  two  memory- mapped  graphics 
modes,  the  traditional  PET  40  column  display, 
three  voice  music  and  soimd  eflecis,  aivd  cartridge 
prograriunability,  Sound  interesting?  (iot  youi 
checkbook  ready?  Hie  price  for  the  C^onunodore 
Ultimax  is  $149.95.  Yes,  the  decimal  point  is  in  the 
right  place.  For  less  than  two-hundred  dollars,  yoti 
will  be  able  to  do  wondrous  things  which  previously 
required  nuich  tnore  expensive  hardware. 

What's  the  catch?  WelL  the  Ultimax  doesn't 
have  a  full  stroke  keyboard;  it  uses  the  membrane 
type  instead.  Also  it  doesn't  have  a  lot  of  RAM. 
However,  yoti  do  get  access  to  a  3()t)  x  200  dot 
graphics  display  (two  color  mode),  or  a  160  x  200 
screen  (four  colors  at  a  time  otit  of  16).  Also  (for 
yoti  Ataii  and  Fl  users).  Commodore  gives  you 
access  to  up  to  255  animated  ''sprites"  per  screen 
(tip  to  8  per  line).  Each  sprite  (or  player,  for  Atari 
fans)  resides  in  a  63  byte  field  and  is  composed  of 
24  X  2 1  dots. 

The  Ultimax  uses  the  VIC  peripherals  (joy- 


sticks, ca.ssette,  etc.). 

But  what  about  those  of  us  who  want  more 
RAM?  Well,  (M>mmodf)ie  has  us  in  mind  loo.  4  he 
Conimodore-64  comes  with  64 R  of  RAM,  Using 
the  same  chip  set  as  the  Ultimax,  and  equipped 
with  a  full-stroke  keyboard,  this  gem  spoils  a  S595 
price  tag. 

Both  new  computers  tise  the  65  10  processor  (a 
stretch  6502.  I  guess),  the  6566  graphics  controller. 
a  6581  sound  interface  device,  and  a  6526  PI  A. 
Don't  expect  to  see  these  chips  at  vour  local  pai  ts 
shop  for  awhile.  Conmiodoi  e  plans  to  use  everv 
one  they  can  make.  While  neither  new  computer 
will  be  on  the  market  immediately  (about  Jtme  for 
the  Ultimax  —  so  please  dont  Ijug  your  dealer  yet!), 
Conmiodt)re  s  marketing  wizard.  Kit  Spencer, 
boldly  predit  ted  thai  ('onmiodore  would  sell  more 
computers  in  19<S2  than  were  sold  by  all  manufac- 
tiners  in  1981. 

VVliile  the  Ultimax  (with  its  game-like  price) 
may  lead  the  sales  into  the  homes,  both  machines 
will  probabi)  penetrate  the  school  market  as  well. 
The  reason  for  this  is  that  thev  both  have  a  serial 
port  capable  of  comnumicating  with  up  to  30  other 
computers.  Jtist  what  the  teachers  ordered! 

Commodore  wasn't  the  onh  booth  sporting 
ear-to-ear  grins,  Panasoivic  iivtrodticed  the  6802- 
based  JR- 100  -  a  .$199.95  compact  computer  which 
comes  with  16K  of  RAM  and  an  8K  BASIC.  4  he 
system  can  be  expanded  to  48K  RAM.  While  this 
monochrome  computer  has  only  a  character-based 
dis|)lay  (32  characters  by  24  lines),  the  user  is  free 
to  define  his  or  her  own  character  set.  A  color 
version  of  this  computer  will  be  available  for 
$299.95  at  some  futiu  e  date.  While  I  was  impressed 
by  the  overall  physical  layotu  of  this  comptiter,  one 
asjject  of  the  keyboard  bothered  me.  The  space  bar 
was  located  where  the  right  SHH^  F  kev  should  be. 
Perhaps  this  will  be  changed  by  the  time  the  product 
gets  to  market.  The  J  R- 1 00  was  designed  (and  will 
be  built)  by  a  different  group  than  the  one  i  espon- 


DTL 

BASIC 

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•  Compatible  with  a(f  existing 
Basic  interpreter  commands 

•  Accepts  extensions  to  Basic 
implemented  In  RAM  or  ROM 

•  Provides  demanding  two  pass 
syntax  and  logic  analysis 


•  Improved  Performance  based 
on  faster  execution  times 

•  Large  Programs  ( !  6K  + )  will 
benefit  from  memory  savings 

*  Security  Key  attaches  to 
either  cassette  port 


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DTL-BASIC  Is  a  Basic  compiler  for  Commodore 
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to  machine  code  and  run  them  without  modifi- 
cation. Complied  programs  will  run  much 
faster  and  operate  in  exactly  the  same  way  as 
the  un-compiled  versions.  Compiled  code  is 
typically  20  to  50%  smaller  than  source  code. 
For  large  programs  this  saving  will  more  than 
offset  the  4K  run-time  library  appended  to  each 
compiled  program,  providing  additional  internal 
memory  space. 

The  compiler  implements  true  integer  arithmetic 
as  well  as  real  arithmetic.  Use  of  integers  can 
lead  to  significant  speed  Improvements.  Special 
compile  time  options  make  Identification  and 
conversion  of  real  variables  to  Integers  a  simple 
task. 

A  'Compiler'  security  key,  which  plugs  into 


either  cassette  port,  is  supplied  together  with 
the  DTL-BASIC  compiler.  This  key  must  be  used 
in  order  to  compile  a  program  or  to  run  the 
compiled  version.  In  order  to  allow  for  the 
distribution  of  compiled  versions  of  user  devel- 
oped programs,  a  second  type  of  key  known  as 
a  'Run-Time'  key  is  available  in  any  required 
quantities.  Software  developers  csn  obtain 
private  security  key  sets  with  unique  serial 
numbers  providing  comprehensive  protection 
of  their  products  while  allowing  customers  to 
make  backup  copies  of  compiled  programs. 

DTL-BASIC  is  a  disk  based  system  requiring  a 
32K  PET/CBM  and  comes  complete  with  an  in- 
depth  user  manual  and  a  Compiler  Security 
Key.  Three  versions  of  the  compiler  exist  for 
CBM  303Z  CBM  4032,  and  CBM  8032  machines. 
Please  specify  machine  type  and  disk  type  (4040 
or  8050)  on  which  compiler  Is  to  be  supplied. 


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FROM 


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CANADIAN  MICRO 
DISTRIBUTORS  LTD. 

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416  878-7277 


THE  COMPANY  THAT  BROUGHT  YOU 
MUPET  •  DOUBLE-MUPET  •  SPOOLER 
THE  MANAGER  •  I/O  PRODUCTS 


28 


COMPUTE! 


March.  1982Jssue  22 


sible  for  the  6502-based  hand  held  computer  being 
sold  by  Panasonic  and  Quasar.  The  JR- 100  will  be 
sold  to  the  home  market  —  primarily  ihc  hobbyist 
and  home  sludy  market  al  (h\sL  A  lull  lineof  peii- 
pheraLs  is  |>lanned  —  modems,  Iloppy  disks,  etc. 

Astrovision  demonstrated  the  Bally  Arcade 
with  a  plui(-iii  expansion  imit  housing  a  Full-stroke 
keyboard  and  running  the  language  ZCiRASS. 
This  graphics  language  was  developed  (if  memory 
serves)  by  Tom  Delanti  at  the  University  of  Illinois 
in  Chicago.  The  goal  is  to  allow  artists  and  other 
non-tecluiical  types  to  create  breathtaking  real-time 
animations  without  having  to  learn  machine  lan- 
guage progrannning.  The  result  is  beautiful.  Since 
the  Z8()-bascd  Astrovision  game  machine  has  the 
same  multi-chip  display  controller  used  in  Rally's 
coin  operated  arcade  games,  high  quality  graphics 
is  possible.  What  makes  it  practical  is  the  ease  with 
which  flgmes  draw n  on  a  tablet  can  be  saved  as 
procedines,  located  anywhere  on  the  screen,  and 
can  be  magnified  and  rotated  at  will. 

Astrovision  seems  intent  on  aggressively  pur- 
suing diis  |)roject,  btu  it  isn't  clear  how  effectively 
thev  will  be  al>le  to  compete.  As  with  the  other 
machines  mentioned  so  far,  don't  expect  to  see  the 
ZGRASS  machine  next  week. 

For  tliose  w  ho  take  their  graphics  seriously, 
Toshiba  was  pleased  to  annoimce  the  TlOO  com- 
puter. When  used  with  a  high  resolution  color 
monitor,  the  user  has  access  to  8  colors  on  a  640  by 
200  dot  array.  A  multi-line  liquid  crystal  display 
was  shown  as  an  alternative.  The  jxickaging  of  this 
CP/M  machine  reminded  me  of  the  NEC  PC>8U0() 
-very  stvlish  and  business-like.  Kquipped  with  a 
Z80.  :riK  of  ROM  and  B4K  of  RAM,  this  computer 
should  appeal  to  those  w  ho  are  interested  in  doing 
some  serious  work. 

Sharp  had  a  sinprise  of  its  own.  Ihe  original 
PCM 200  liand-held  computer  (available  from 
Radio  Shack  for  sometime)  has  been  joined  by  an 
8-bit  brother:  the  PC- 1500.  While  this  new  machine 
is  mucli  faster  than  its  predecessor,  the  most  amazing 
feattne  was  the  availabililv  of  a  color  graphic 
printer.  For  a  total  price  ol  $550,  Sharp  users  will 
liave  access  to  a  computer  with  a  pocket-sized 
drtun  plotter  that  lets  you  draw  pictures  with  any 
of  four  automatically  selected  pens  (red,  green, 
blue,  l:)lack).  This  is  one  product  that  has  to  be  seen 
to  be  believed  -and  even  then  you  won't  believe  it. 

1  he  PCM 500  is  available  now.  (Of  course  1 
ordered  one!) 

At  long  last,  the  Casio  FX-9000  desktop  com- 
puter is  on  the  market.  This  computer  has  a  btiik-in 
5"  monochrome  display  with  the  al)ility  to  show 
gra|>hics  images  with  a  256x128  resolution.  The 
sleek  styling  is  reminiscent  of  the  Hewlett  Packard 
HP-85,  but  the  price  (under  SI 800,  fullv  loaded)  is 


more  in  keeping  with  Casio's  products.  The  FX- 
9000  uses  a  Z80  compatible  processor  and  gives  the 
user  access  to  two  types  of  RAM.  Front  piiuel  acces- 
sibility to  RAM  cailridges  lets  the  user  choose 
between  I6K  dynamic  RAM  cartridges,  and  4K 
C:M0S  cartridges.  The  4K  byte  RAM  module 
coiuains  its  own  battery,  so  that  programs  which 
are  saved  on  this  module  can  be  removed  and 
saved  for  instant  reloading  later. 

Fexas  Instruments  developed  and  showed  a 
similar  4K  RAM  cartridge  for  the  99/4.  Since  41 
also  showed  a  new  Assembler/Editor  system,  the 
ability  to  let  users  make  tlieir  own  cartridges  is 
c|uite  appealing.  My,  what  a  difference  a  year 
makes. 

11  also  showed  a  nicely  designed  expansion 
box  which  does  much  to  reduce  the  clutter  asso- 
ciated with  fully  loaded  systems. 

.Atari's  booth  was  almost  impossible  to  enter.  It 
was  as  if  everyone  who  attended  the  show  decided 
to  check  them  out  at  the  same  time.  The  official 
authorized  Atari  Pac  Man  program  was  introdticed. 
I  he  action  is  a  little  dilTereut  from  the  previous 
version  done  lor  the  Atari  computer  (Jawbieaker) 
by  Onl.ine  Systems.  Cx>m|)ared  to  the  Pac  Man 
games  also  sliow  n  by  Magna  vox.  Astrovision,  1  exas 
Instnunents,  and  others.  Atari  did  a  very  nice  job 
at  .software  development.  C^oleco's  hand-held  ver- 
sion o(  the  game  was  not  as  exciting,  but  tlien  it 
doesn't  use  a  color  displav  screen  either. 

While  my  empliasis  has  been  on  hardwaie,  it 
should  be  noted  that  sof  tw  are  was  on  display  as 
well.  Automated  Sinuilalions  displayed  some  of 
their  newer  programs  for  the  Apple  and  Atari 
com|>uters.  While  they  are  known  primarilv  lor 
their  advcntine  games.  Automated  Sinmlations 
has  developed  a  line  of  educational  games  (stich  as 
Jabbertalky)  which  are  terrific. 

I  he  fact  that  a  few  dedicated  people  are  willing 
to  make  the  effort  to  generate  educational  games 
wliich  teach  as  well  as  entertain  should  not  go 
unrewarded.  These  people  are  doing  an  excellent 
jol)  and  are  to  be  congratulated. 

Both  Acdvision  and  IMACtlC'  showed  car- 
tridges for  the  .Atari  \  ideo  game  which  demon- 
strated exceptionally  high  qiiality  graphics.  Not 
sin  prisinglv,  these  booths  were  well  attended 
as  well. 

So  much  to  see,  and  too  little  time!  1  was  so 
busv  getting  all  this  inlonnation  for  you  dear 
readers  that  1  barely  got  u>  examine  the  solar- 
rechargeable  flashlights,  iniderwear  with  built-in 
lotidspeakers,  and  ball  jxoint  [jens  with  built-in 
clocks  and  music  synthesizers. 

Btit  that  is  why  there  are  two  shows  a  year.  So 
until  the  next  CT.S  this  June  in  Chicago.  Til  Just 
Itave  to  be  content  with  what  1  saw .  O 


supergraphics  for  your  cbi  8032 


5  Ifraie  0.0  to  bZ^.W 

10  open  4|4:irecalrcirf  logo'J.l 

20  lr=2.!;z=50a-7:pi=3J4lS9;a4:b=4 


30  for  th=0  to  2tpi  step  2lpi/I80. 


t  128,000  accessible  points  (MO  t   200} 
t  lix  cbi  text  itith  higb-res  graphics 
t  supports  hard  copy  to  epson  ix-82 

coiiands  in  roi  include; 


40  r 
50  I 
iO  y 


z»sin(thU) 

280Utrtcoslinhl 

120+rt5in(blth> 


70  if  thOO  then  100 
|0  liove  i.y 


90  goto  110 
100  ]draif  i. 
110  next  th 
120  ihardl4 
130  close  4:  eirtf 


y 


dot  i,y 
cdot  i,y 
test  i,y,a 


fove  xj 
draif  ]r,y 


line  xl,yl  to  i!2,y2 

dine  i(l,yl  to  )c2,y2 

dline  rl,yl  to  x2,y2 

fraiE  xl,yl  to  x2,y2 

cfraie  xl.yl  to  x2,y2 

fill  xlSyl  to  x2;y2 

clear  xl^yl  to  x2,y2 

displ  x,y,af  -  for  user 

denned  shapes 

qsay  'filenaie'iB 

recall  'filenaie',8 


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128.000  ACCESSIBLE    POINTS 


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*  128,000  accessible  points  arranged  1 n  200  x  640  grid 

*  16K  static  ram  supplies  nnemory  mapping  of  pixels  on  separate  board 

*  supported  through  extended  Basic  commands  supplied  In  ROM 

*  uses  no  memory  from  the  existing  system 

*  mix  standard  CBM  text  and  low-res  graphics  with  hi -res  displays 

*  easy  to  design  and  display  user  defined  shapes 
normal  or  Inverted  display  mode  for  partial  or  total  screen 
switch  graphic  display  on  or  off  -  continue  output  in  passive  mode 
save  graphic  Images  on  a  disk  file 

recall  Images  from  disk  with  option  to  mix  with  existing  display 
supports  hardcopy  to  any  hl-res  Epson  printer 

*  easy  to  follow  installation  Instruction  Included 


avD 


CANADIAN  MICRO 
DISTRIBUTORS  LTD. 

365  Main  St.,  Milton,  Ontario  L9T 1P7 
416  878-7277 


DISTRIBUTORS  OF: 

MUPET  •  DOUBLE-MUPET  •  SPOOLER 

THE  MANAGER  •  t/0  PRODUCTS 


30 


COMPUTil 


March,  1982Jssue  22 


Basically  Useful  BASIC 

Tabulation 


Paul  Lilly 
Pelham.  AL 

If  you  have  ever  written  a  program  that  output  a 
wide  range  of  numbers,  you  probably  noticed  the 
numbers  were  left  justified  (first  digit  of  number 
printed  at  next  print  location  regardless  of  the  size 
of  the  number).  Additionally,  if  you  wanted  to 
print  a  number  such  as  $9.20,  it  would  be  printed 
as  9,2,  omitting  the  trailing  zero. 

So  what  do  you  do  if  you  want  to  write  a  nice 
clean  program  that  would  balance  your  checkbook, 
list  expenses,  or  otherwise  output  a  series  of 
numbers,  right  justified,  in  a  nice  straight  column? 
Answer:  use  a  short  subroutine  to  measure,  add 
traiUng  zeros  if  needed,  and  right  justify  the 
number  when  it  is  printed. 

The  Subroutine 

The  key  to  the  subroutine  is  to  convert  the  number 
to  a  string  using  the  STR$  command.  After  the 
number  is  a  string,  we  can  add  or  subtract  to  its 
length,  adjust  it  to  our  desired  format,  and  control 
where  it  is  printed  by  using  the  TAB  and  LEN 
commands  together. 

Program  1  is  an  example  of  such  a  subroutine. 
The  instructions  are  written  starting  on  Hne  5000 
so  it  could  be  inserted  in  most  programs  without 
interfering  with  the  existing  instructions.  We  also 
have  created  two  variables  and  one  string  that 
should  be  reserved  from  the  rest  of  the  program. 

RJ  -  the  print  position  for  the  rightmost  digit 
in  the  number  we  want  to  print. 

N  ~  the  number  we  want  to  format  and  print, 
N$  -  the  ASCII  string  of  N. 

The  subroutine  can  be  entered  at  four  different 
locations,  depending  on  our  needs. 

1.  If  we  want  our  number  formatted  with  two 
digits  to  the  right  of  the  decimal  point  (as 
when  dealing  with  dollars  and  cents  figures), 
we  can  call  the  subroutine  at  5010.  Prior  to 
calling  the  subroutine  we  must  set  N  to  the 
number  we  want  to  print,  and  RJ  to  the  print 
location  where  we  want  the  rightmost  located. 
2-  If  we  call  this  subroutine  several  times 
throughout  our  program,  and  our  print  loca- 
tions vary,  we  can  call  subroutine  5000,  Line 
5000  will  set  RJ  to  seven  positions  past  our  last 
print  location.  This  will  reduce  the  pro- 


gramming steps  needed  in  our  main  program. 
With  seven  positions  (past  last  print  position) 
we  can  print  numbers  up  to  9999.99.  For  larger 
numbers,  line  5000  can  be  changed  accordingly. 
3.  If  we  do  not  want  any  decimals  in  our 
number,  we  can  call  the  subrouUne  at  5090. 
Here  again,  N  must  be  set  to  the  number  we 
want  printed,  and  RJ  to  the  print  location 
of  our  rightmost  digit,  prior  to  calling  the 
subroutine. 

4*  And,  finally,  if  we  want  to  print  a  non- 
decimal  number,  and  would  like  to  save  pro- 
gramming steps,  ive  can  enter  the  subroudne  at 
5085  and  let  the  subroutine  figure  RJ  for  us. 

The  Method 

Suppose  we  enter  at  line  5000  with  N  set  to  the 
number  we  would  like  printed.  Line  5000  will  set 
RJ  to  six  print  positions  past  our  current  (last 
printed)  print  position.  Line  5010  will  strip  away 
any  more  than  two  digits  right  of  the  decimal  point 
(it  is  still  possible  at  this  point  to  have  only  one  or 
no  digits  right  of  the  decimal).  Let's  look  at  lines 
5040  and  5050.  These  statements  look  for  the 
decimal  (".**)  to  determine  if  N$  has  a  decimal 
point,  and  how  many  digits  (one  or  two)  are  to  the 
right  of  it.  Line  504()  finds  the  decimal  point  one 
position  back  from  the  rightmost  character,  meaning 
there  is  only  one  digit  to  the  right  of  the  decimal 
point.  Therefore,  the  statement  adds  the  necessary 
trailing  zero,  then  jumps  ahead  to  5070. 

Line  5050  finds  the  decimal  point  two  posidons 
back  from  the  rightmost  character,  meaning  there 
are  already  two  digits  to  the  right  of  the  decimal 
point.  In  this  case,  no  modification  is  needed  to 
N$,  so  the  statement  simply  jumps  ahead  to  5070. 
Now  the  only  possible  configuration  left  for  N$  is 
for  it  to  have  no  decimal  in  it.  In  this  case  line  5060 
tacks  on  the  required  ".00'\  to  maintain  the  stan- 
dard format.  Now  let's  go  back  to  5030.  If  N  equaled 
0-9,  the  LENth  of  X$  would  be  only  two  and  would 
bomb  the  program  at  5050.  So,  since  any  string 
with  less  than  a  lenth  of  three  can't  have  a  decimal 
point  in  it  anyway,  5030  will  catch  it  and  route  it 
around  5040  and  5050.  (By  the  way,  the  STR$ 
command  (at  least  in  my  machine)  puts  a  leading 
space  in  front  of  the  ASCII  representation  of 
the  number,  thus  the  number  1  has  a  string  LENth 
of  two.) 

That  brings  us  to  line  5070,  which  strips  the 
leading  space  so  it  doesn't  interfere  with  our  print 
position  calculations.  Finally  on  line  5075  we  TAB 
the  difference  between  RJ  and  LEN(N$),  and  print 
our  number.  Line  5085  is  where  we  would  enter  if 
we  wanted  to  print  integers.  Line  5090  would  strip 
the  number  to  an  integer,  then  change  it  to  a  string. 
Line  5095  would  jump  back  to  where  we  remove 


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W&f 


March,  1982.  Issue  22 


COMPUTE! 


33 


the  leading  space  and  print  the  number. 

Considerations 

Line  5075  uses  the  semicolon  after  printing  N$  to 
supress  the  LF/CR.  This  is  because  you  may  want 
to  print  several  numbers  on  one  Une.  Once  you 
have  printed  the  last  number  on  a  Hnc,  have  the 
main  program  execute  a  PRINT  command  so  you 
will  get  your  carriage  retinn.  If"  you  only  want  to 
print  one  number  per  line  and  no  further  printing 
will  be  done  after  the  number,  you  may  remove  the 
semicolon  from  line  5075. 


Also,  he  careful  not  to  set  RJ  to  a  number 
smaller  than  N$  would  be  after  the  modifications 
were  made  to  it,  otlierwise  you  will  not  space  prop- 
erly with  the  TAB  command  on  line  5075  and, 
possibly,  generate  an  error  that  will  bomb  your 
prograin. 

Program  2  will  show  a  comparison  between 
two  different  interest  rates,  of  15  different  loan 
amounts.  1  he  user  is  asked  to  enter  two  rates, 
principal  for  first  comparison,  increment  of  princi- 
pal  for  succeeding  comparisons,  and  the  term  oi 
the  loan  in  months.  The  program  will  output  the 
results  neatly. 


Figure  1. 

Sample  Run  #1 

INITIAL 

PRINCIPAL 

?  50000 

INCREMENT  PRINCIPAL  BY 

?  2000 

INTEF<ES1 

•  RATE  1 

?  10 

INTEREST  RATE  2 

?  i4 

TERM  OF 

LOAN  IN 

MONTHS 

?  360 

FOR 

360  MONTHS 

LOAN 

10  % 

14  % 

50000 

438.79 

592,44 

52000 

456.34 

616.13 

54000 

473.89 

639.83 

56000 

491.44 

663.53 

58000 

508.99 

687.23 

60000 

526. 54 

710.92 

62000 

544.09 

734,62 

64000 

561.65 

758,32 

66000 

579.20 

782,02 

68000 

596.75 

805.71 

70000 

614.30 

829,41 

72000 

631,85 

653,11 

74000 

649.40 

676, 80 

76000 

666,95 

900, 50 

78000 

664.51 

924.20 

Program  I.  Microsoft  Version  (Apple,  PET,  etc.) 

5000  RJ=P0S(RJ)+7 

5010  N=INT(N*100+.5)/100 

5020  N*=STR*<N) 

5030  I FLEN  <  N» )<  3GDT05060 

5040  IFMID*<N*,LEN<N*)-1»1)=". "THENN*=N*+"0" 

G0T05O70 
5050  IFMID*<N*,LEN(N«)-2,1)=". "G0T05070 
5060  N»=N*+",00" 
5070  N*=RIGHT*(N«.LEN<N$)-i) 
507  5  PRINTTAB(RJ-LEN(N*) )JN$; 
5080  RETURN 
5085  RJ=P0S<RJ>+6 
5090  N«=STR*(INT<N)) 
5095  GOT 050 70 


I2;"%' 


Program  2.  Microsoft  Version 

100  PRINT* PRINT" INITIAL  PRINCIPAL" ! INPUTLA 

110  PRINT; PRINT" INCREMENT  PRINCIPAL  BY"{INPUTLI 

120  PRINTS  PRINT" INTEREST  RATE  i"*INPUTIl 

125  IFI1<10RI1>100G0T0120 

130  PRINT; PRINT" INTEREST  RATE  2";INPUTI2 

135  IFI2<10RI2>100G0T0130 

140  PRINT; PRINT"TERM  OF  LOAN  IN  MONTHS" ; INPUTNM 

150  PRINT; PRINT; PRINT; PRINT; PRINT 

160  PR I NT "     FOR " i NM ; " MONTHS " 

170  PRINT»PRINT"LOAN      "illi"% 

PRINT 
180  FaRJ=LAT0LA+(14*LI)STEPLI 
190  13=11/1200; 14=12/1200 
200  P1=J»<I3/(1-<1/(1+I3)*NM))) 
210  Pl=INT(Pl»100+.5)/100 
220  P2=J»(I4/<1-<1/<1+I4)*NM) )) 
230  P2=INT(P2»100+. 5)/i00 
240  N=!J;G0SUB5085 
250  PRINTTAB(8) J ;N=P1:G0SUB5000 
260  PRINTTAB(16); !N=P2;G0SUB5000 
270  PRINT; NEXTJ 
280  END 


34 


COMPUTEI 


March.  1982.  Issue  22 


Program  3.  Atari  Version 

5090  RJ=PEEI=::<85:h7 

saiy  H=iHT( H-;aes+0 . 5  '^^nm 

5y2M  GOSUB  5iEi0-HJ=STRI(N':' 

5635  IF  LEN(Nf-><3  THEN  596m 

5040  Ir  Nf<LEH(K:l>-l..LEN<HJ)-ri="  "  THEH 

mi  LEr-K  m  H 1  ')="2"  -■  GOTO  597? 
5950  IF  N*.;  IBK  m  ')-2  >  LEH(  W  ::-2 )="  . "  THEH 

5070 
5060  1*:  LEM :;  N*  >-i-  i  >= " .  %  -< 
5978  POKE  35.R.J-L£W:H*>:?  N$; 
59t"9  RETURN 
5035  GOSUB  5190  ■  R J=PEEHj-:  35  '■+£. 

?5  GOTO  5979 

5119  RETURN 


Program  4.  Atari  Version 

100  PRINT  ^PRif-rr  "Initial  pPiMniPA!  ''-i^p 

UT  LA 


DO. 
C-l 


119  PRIh'T   :pRnTT  '=nCRE-EWT  PpTfJr^-^6i    b'-' 
"  =  rrRiT  LI 

120  PRINT    : PRINT  "iNiTEREST  RftTi^  i":Tf.JP!!T 
11 

125  IF  IKl  OR  irnns  j^^:  ^-x- 
130  PRINT   ^ PRINT  "INTEREST  RftTP  v^^:rr.PiiT 
12 
135  IF  I2<1  OR  l2''-lm  THEN  ^3?; 

149  PRINT   ^ PRINT  "TERfi  OF  LOAN  IN  rTif.'THs 
"  ■■  INPUT  m 

150  PRINT    :PRINT   SPRINT    ^PF'INT   ^PR'^T 
1S0  PRINT  "        FOR  ";rri;"   mNTHs" 

170  PRINT    ^PRINIT  "LfiAN  ":Ti7"*/         '•; 

12.;  "•-:'- PRIh^ 

180  FOR  .J=LR  TO  LA+-::  14*LI  :'  sTEP  LI 
199  13=11/1209^ 14=12/1209 

209  P1=J*<  I3/(  i-<  l/(  1+I3>4r >  ;0 

210  rl=INKPiJfl0y+9.5>.af:ri 

22-0  P2=.J t(  1 4/<  1 '(.  1  -•■(  1+14  ').-.Ni1  y  >  ) 

239  P2=INT<P2S199+9.5)-'l?9 

240  h^.J :  GOSUB  5085 

259  FIjKE  85.=  8:H=5^1:GD9yB  5999 

269    POKE    H5-  16:  W=P2  :":«!?:    =i;fir^ 

278  PRINT   :r€WT"j 
230  END 


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38 


COMPUTE! 


March,  1982-  Issue  22 


IWenfy 

Questions 

Revisited 

Elizabeth  Deal 
Malvern.  PA 


Editor^  Note:  ht  ihe  September^  /9*S7  Comfmlers  And 
Sorirfy  rolumu.  David  Thornlmrir  jmwenied  a  fascifiafitifr 
program  called  Txventy  Qiiesiions.  Both  versions  (Micro- 
soft  BASIC  and  Atari  BASIC)  are  repeated  at  the  end 
of  this  (irtich\  Here.  !jz  Deal,  a  longtime  contributor 
to  COMPUTE!,  presents  au  auediied  transcript  of  her 
young  son  and  a  friend  exploring  the  intrigues  ofTiventy 
Questions.  —  RCL 


I  n  COMPUTE!  #16,  pgs.  1 2  and  1 6,  there  appeared 
a  program  called  "Twenty  Questions."  Robert 
Lock  asked  for  readers'  response  to  the  program.  I 
think  the  reactions  of  two  ten-year  old  boys  might 
amuse  you. 

They  liked  the  game,  w^ent  tlnough  many 
rounds,  obviously  had  some  goal  in  mind,  kept 
changing  the  rules  and  conclusions,  and  gave  up 
feeUng  somew  hat  cheated  at  the  end. 

They  religiously  took  turns  between  the  typing 
and  thinking  tasks  every  few^  minutes,  supple- 
menting their  typing  with  some  loud  thinking.  I 
began  recording  several  minutes  into  the  game 
and  noted  words  present  on  the  screen.  71ie  kids' 
conversation  is  preceded  by  P  and  R  to  identify 
who  is  saying  what.  What  tliey  typed  on  the  screen 
and  what  PET  answered  is  in  capital  letters  (shown 
on  one  line).  Draw^  your  own  conclusions  from  a 
sample  of  two  people. 


RIGHT?  NO 
WRONG?  NO 

R:  It's  supposed  to  be  an  object 
1 


Ok 

BIKE?  YES 
Is  it  an  animal? 
ANIMAL?  NO 
VEHICLE?  YES 
P:  Is  it  a  vehicle? 
R:  Yeah,  trv  it,  that's  what  it  was  before 

IS  it  A  PERSON?  NO 
P:  Is  it  an  object?  o-b-J-e... 


R 


R:  I  know  how  to  spell  it 

IS  IT  AN  OBJECT?  NO 
P:  If  it's  not  an  object  it's  not  anything... 
R:  I  know 

IS  IT  A  NAME? 
P:  Name  not  an  object,  erase  it 

ISITA  VEHICLE?  YES 
R:  That's  w^hat  we  should  have  tried  before... 

again? 
P:  Try  vehicle  again,  it's  a  lucky  question 
R:  What  if  it's  not? 

IS  IT  A  VEHICLE?  YES 
R:  I  bet  it's  always  vehicle,  let's  try  this 

VEHICLE?  YES 
R:  It's  going  to  be  always  vehicle 
P:  Let's  trv  vegetable 

VEGETABLE?  YES 
R:  I  think  if  it  begins  with  V  is  right. 
Trv  viking  v-i-k-i-n-g 
IS  IT  VIKING?  NO 
P:  Let's  see  what  happens  if  we  go  for  all 
twenty... try  one  word  and  question  mark 
on  it 

PAPER?  NO 
INVENTION?  NO 
IS  IT  AMPLIFIER?  NO 
GLUESTICK?NO 
BIG  BRICK?  NO 
HORSE?  YES 
P:  aha... 

R:  I  like  horses,  tliev  are  my  favorite  animal 
CAT?  NO 
DOG?  NO 
ANIMAL?  NO 
P:  Put  shark 

R:  No  can't  be  anything  that's  animal.  Ell  try 
tape,  we  haven't  tried  that  vet 
TAPE?  YES 
P:  Try  table 

'  TABLE?  YES 
R:  First  guess  again.  This  is  good! 
P:  No  it  is  not. ..it's  like  trying  to  eat  a  live  pig 
without  fork  and  a  knife 
DOG?  NO 
P:  Do  animal  instead  of  certain  word 
ANIMAL?  NO 
TAPE?  YES 
P:  Tape  again,  don't  do  it  again,  try  t  words 
FREE? YES 
Let's  try  c's 

No  cat  didn't  work...  try  h 
HOUSE?  YES 
SNAK?  NO 
HOUSE?  YES 
I  told  you  to  put  house  before... 
Well,  I  can  do  my  own  words... from  my 
mind... 


P: 
R: 


R: 
P: 


^y/«fcv>N. 


v//    L 


^t^mn^ 


escort  i^ressels 
unknown  to  th^ 
complieted  w 
Markjpa.  Der 
ifnicfloiirol 
-|  a  vied  Unit 
iuiied  worl  etic 
legs:  norine's 
Elter-histoity-ai^ 


In  the  1930"s  dramas  were 
slowly  unfolding  {n  capital  cities 
throughout  the  world.  From  dimly 
lit  hotel  rooms  to  highiy 
sophisticated  intelligence 
;.Headquarters,  men  and  women 
'were  playing  a  game  of  cat  and 
mouse  for  scraps  of  information 
essentia!  to  the  security  of  their 
country.  CLOAK  &  DAGGER  pits 
you  against  computer,  or  other 
players,  as  head  of  an 
Intelligence  Agency  trying 
desperately  to  stay  one  step 
ahead  of  its  rivals.  Moving 
7\  agents  from  capital  to  capital, 

ferreting  information,  and  offering  , 
bribes  are  fundamenta!  parts 

HI    v\    %ocC!s.  ^^  ®^^^  player's  turn  .  . . 

m\   V.^7iSJ^V    and  your  survival! 


delecrt? 
.rJ^hreijwll] 
FiiTHOHS4(J: 


mcKsiJ^e  cilr  att  ticks.  But 

Allies  13  a  Nazi  siii>ei!  sub 

ahead  I  of  schedule:  j The 

I^uluer  has  demanded  total 

^nemY^mSercnlanTsliipiijihg 

r  continiied  ^ucc^ss  of  the 

1.  Will  ypu,  cks  oi^e  of  the 

remaining  dee  skippers, 

^qye  ttoi  >  Thikd  K4icfa  Uo^ 


been 


drven 
-AOied 


not-b©  4  Isa 


CLOAK  &  DAGGER;  $39.95  ppd. 
Foreign,  FPOandAPO  add  1 0%  for 
shipping.  Please  specify  Apple  or 
Atari  when  ordering. 


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'Apple  II,  DOS  3.3  and  Alari  600  are  regisierea  iraaemams,  fespecttvety.  o1  Apple  Uompuler.  Inc.  and  Alari.  Inc.  "Dysan  is  a  legisiered  iractemark  of  Dysan  Cofpwalion. 


40 


COMPUTE! 


March,  1982,  Issue  22 


R:  Try  gas 

P:  Gas  isn't  an  object.. .it's  a  thing... well,  it's  an 
object  in  a  way 

R:  We  have  to  spell  'em  right 
ROCKET?  NO 

R:  Try  shuttle 

P:  No,  it's  a  name 
PIG?  NO 

R:  Gan't  be  an  animal?! 

P:  I  have  to  dcvLsc  something  in  my  head... 
(total  silence  sexeral  seconds,  followed  by 

STOP  key  somebody  forgot  to  turn  ofO 
LIST 

P:  OK.  looking  for  the  words... 

R:  Don't  they  have... 

P:  ...don't  worry,  we'll  find  the  words.. .(reached 
end  of  listing). ..all  they  have  is  that?!!  Not 
fair!  No  words.  Only  goes  to  410.  Where 
did  it  gel  the  words?  Has  to  have  memory 
where  to  get  the  word.s... 

R:  Let's  do  something  else. 

My  PET  will  think  when  this  conversation  occurs: 

ME:  ISn  AN  ANIMAL? 
PET:  NOPE 
ME:  IS  IT  A  HORSE? 
PET:  I  TOLD  YOU  IN  PREVIOUS  QUES- 
TION IT'S  NOT  AN  ANIMAL,  STUPID 

Program  1:  Microsoft  Version 
100  REM  iTHENTY  GUESHONS 

110  PRiMT  aw(H7);"w.cat  to  the  g«c 

115  PRIMT"QF  TWENH  QUESHONS.    BY 

120  PfiDJT  "ASKING  QUESHONS  HHICH  HAVE 

130  PRINT  "YES  OR  NO  AN9CRS,  TRY    TO 

HO  PRINT  "OESS  TIC  OBJECT  HHICH  WG 

150  PRWT  "KEN  SE1£CTED." 

155  PRINT 

160  PRINT  "BE  SURE  TO  00  EACH  GUESHON  MITH  A 

170  PRINT  "QUESnON  Wm," 

180  PRINT 

190  PRINT 

195  B*="/£IOUY" 

200  C=0 

210  REHlROUrD 

220  C=C+1 

230  RE«  lOESnON 

210  PRINT  "ENTER  QUESHONS  »";C 

250  BPUT  A* 

261)  IF  RIGKr«(A$,l)="?"  THEN  290 

270  PRINT  "imi  ISN'T  A  QUESHON. 

275  PRINT  "PLEASE  ASK  A  QUESHON." 

280  GOTO  230 

290  yes=o:no=i 

300  FOR  1=1  TO  i 

310  W  NII}i(A»,i£N(A$)-l,l)=HID$(B$tI,l)  TICN  YES=1:ND=I 

320  JtXTI 


330  FOR  PAUSE=1  TO  5eiRM)(l):»EXT  PAUSE 
310  IF  YES  THEN  PRINT  "YES" 
350  IF  NO  THEN  PRINT  "NO" 
360  PRINT 

370  IF  C<20  THEN  210 
380  PRINT  "EW  OF  TICNTY  OlESnONS." 
390  PRINT  "PRESS  RETURN  TO  ST^T  AGAIN." 
m  GEJ  MIW  A$=""  THEN  400 
IIORW 
120  END 
READY. 

Program  2:  Atari  Version 

100  REfl  :^20  GlESTIOWS 
105  DIM  A*:48:'.B$(6) 

119  PRINT  "}l-ELCOME  TO  THE  GATIE  OF  T1€HT 
Y" 

120  PRINT  "QUESTIOiS.     B'l'  ASKING  QLESTIO 
NS  l-JHICH" 

130  F-RINT  "mj£  YES  iJR  MD  Af^WERS..   TFrr  T 

0  GUESS" 

140  PRIffT  "THE  CEJECT  WHICH  HAS  BEEN  ;5EL 

ECTED." 

150  PRINT 

168  F-RINT  "BE  :5UF:E  TO  BCi  EACH  QIJESTim 

WITH  A" 

170  PRINT  "tJUESTION  MARK," 

188  PRINT 

190  PRINT 

195  B$="AEIOUY" 

200  C=8 

210  REt1  GROUND 

220  C=C+1 

230  m^   :*(3UE'3TIOM 

240  PRINT  "ENTER  QUESTION  #"jC 

250  IH^UT  A$ 

260  IF  A$<:LE^K  A* )>="?"  THEN  290 

270  PRINT  "THAT  ISH'T  A  QUESTION.     FtEAS 

E  ASK  A    QIJESTIiJN." 

280  GOTO  230 

296  YES=0  =  Nt>l 

300  FOR:  1=1  TO  6 

310  IF  A$( LEN(  A* >-l . LEN-::  At- )-l  >=BP:.  I ..  I )  T 

m\  '•i'ES=l:l«=0 

320  h£XT   I 

330  FOR  PAU:5E=1  TO  50*FWli<  y )  =  hCMT  F-ttUSE 

348  IF  YES  THEN  PRINT  "YES" 

350  IF  m  THEN  PRINT  "MJ" 

360  F-RINT 

370  IF  C<2e  THEN  216 

386  F-RINT  "Bli  Lf  TiCNTY  iXiESTIONS. " 

390  F-RINT  "PRESS  RETURN  TO  START  AGAIN." 

409  l\P\JJ  A$ 

410  RUN 
420  £m 


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March,  1982  Issue  22 


COMPUTE! 


43 


COMPUTEI's  Listing  Conventions 


Many  of  the  programs  which  are  listed  in  COMPUfEi  use 
special  keys  (cursor  control  keys,  color  keys,  etc.)  To  make  it 
easy  to  tell  exactly  what  should  be  typed  in  when  copying  a 
program  into  the  computer,  we  have  established  tiie  following 
listing  conventions. 

For  The  Atari 

All  the  editing  and  cursor  ct)nlrol  characters  are  spelled  out 
and  surrounded  by  brackets  in  the  program  listings:  I  CLEAR) 
for  "clear  screen."  Other  characters,  such  as  CTRL-T  (the 
"bair'  character)  will  be  listed  as  the  ''normal"  character,  but  it 
will  be  within  brackets:  (  Tl.  A  scries  of  identical  control 
characters  will  be  indicated  by  a  number  within  the  brackets: 
{3DOWN}  means  type  ESC  CURSOR-DOWN  three  limes; 
{ 12  Rl  would  mean  type  C  TRL-R  twelve  times.  Renieml3er  to 
press  the  ESC  (escape)  ke)  before  each  cursor  control  key.  If 
you  should  see  { ESCl  itself  in  a  program  listing,  you  would 
press  ESC  luua\ 

Two  of  the  control  characters,  {  =}  and  { -} ,  should  be 
shifted.  Any  reverse  field  lexi  will  l)e  enclosed  within  vertical 
lines.  (In  other  words,  any  time  you  see  a  vertical  line  within  a 
program  listing  in  COMPUTE!,  press  the  Atari  logo  key  [Jk],) 
Atari  Conventions 

{CLEAR}=  SHIFT-<  (Clear  Screen) 

QPy-  CTRL-fflinus  (Cursor-  Up) 

CD0l*O=  CTRL-e^iuals  (Cur^r  Doi*n> 

{L£FT>=  CTRL-Plie  (Ctr&^r  left) 

CRIGHT}=  CTRL-asterisk  (Cursor-  risht) 

{BACK  S}=  BACK  S  (Bade  space) 

{DEL£TD=  CTRL-DELETE  (Delete  dvaracter) 

{EEL  LIfrE>=  SHIFT-DELETE  (Delete  Line) 
{INSERT}=  CTRL-I^^SERT  (Insert  character) 

(IMS  LIHE>=  SHIFT'IMSERT  (Ins^t  line) 
{ESC>=  ESC  (ESCape  key  pressed  buice) 
aAB>=  TAB  (Tab  key) 
(CLR  TAe>=  CTl^-TAB  (Clear  tab  sett  ire) 
{SET  TAE'>=  3HIFT-T(*  (Set  tab  stop) 
{BELL}^  CTRL-2  (Rins  btJEzer) 

For  PET/CBM/VIC 

Generally,  any  PE  I7C:BM/V1C:  program  listings  will  contain 
bracketed  words  which  spell  oul  any  special  characters: 
(DOWN)  \\oiM  mean  to  press  t lie  cursor-down  key; 
{3DOWN}  would  mean  to  press  tlie  cursor-down  key  three 
times. 

To  indicate  that  a  key  should  be  shifted  (hold  down  the 
SHIFT  key  while  pressing  the  otiier  key),  the  key  would  he 
underlined  in  our  listing.  For  example,  S  would  mean  to  type 
the  S  key  while  holding  the  shifi  key.  This  would  result  in  the 
"heart"  graphics  symbol  appearing  on  your  screen. 

Sometimes  in  a  program  lisring,  especially  within  tj noted 
text  when  a  line  runs  over  into  the  next  line,  it  is  difficult  U) 
tell  vv  here  the  (Vrst  line  ends.  How  many  times  sliould  you  type 
the  SPACTl  bai  ?  In  our  convention,  when  a  line  breaks  in  this 
way,  the  ~  symbol  shows  exactly  where  it  broke.  For  example: 

100    PRINT    "TO    START    THE    GAME       " 
YOU    MAY    HIT    ANY    OF    THE    KEYS 
ON    YOUR    KEYBOARD." 
shows  that  the  program^  author  intended  for  you  to  lyjx-  two 
spaces  after  the  word  G/IA/A. 


Apple,  OS  I,  etc.  Although  the  programs  are  general  in  nature, 
you  may  need  to  make  a  lew  changes  for  them  to  run  correctly 
on  your  Apple.  Microsoft  BASIC  programs  written  for  the 
PET/CBM  sometimes  contain  special  cursor  control  characters. 
The  following  table  shows  equivalent  Apple  words.  Notice 
that  these  Apple  commands  are  outside  quotations  (and  even 
separate  from  a  PRINT  statement).  PRlNT'[RVS]YOU 
WON"  becomes  INVERSE:  PRINT'TOU  WON":NORMAL 

[CLEAR[  (Clear  Screen)  HOME 

[HOME]  (Home  cursor)  VTAB  0:HTAB  0 

[DOWN]   (CuLsordown) 

POKE  37,PEEK(37)  +  (PEEK(37)<23) 

[UP]   (Cursor  up) 
POKE  37.PEEK(37)-(PEEK(37)>0)) 

[LEFT]  (Cursor  left)  PRINT  CHR$(8); 

[RIGHT]  (Cursor  right) 

POKE36,PEEK(36)  +  (PEEK(36)>(PEEK(H2) 

+  PEEK(33))) 

[RVS]  (Inveise  video  on.  Turns  off  automatically  after  a 
carriage  return.  To  he  safe,  turn  off  inverse  video  after 
the  print  statement  with  NORMAL  unless  the  PRINT 
statement  ends  with  a  semicolon.) 
INVERSE 

[OFF]  (Inverse  video  of  Q  NORMAL 

Shifted  characters  can  represent  either  graphics  characters 
or  uppercase  letters.  If  within  text,  just  use  the  non-shifted 
character,  otherwise  substitute  a  space.  Some  "generalized" 
programs  contain  a  POKE  such  as  POKE  594(i8, 14.  Omit 
these  fr{)m  the  program  when  typing  it  in.  One  fmal  note:  you 
will  probably  want  to  insert  a  question  mark  or  colon  within  an 
INPUT  prompt.  PE  T/C^BM  and  many  other  B ASICs  automat- 
ically print  a  question  mark: 

INPUT  **WHAT  IS  YOUR  NAME"jN$ 

becomes 
INPUT  "WHAT  IS  YOUR  NAME?";N$ 

Aif  Comfnodore  Machines 


F^r  The  Apple 

Programs  listed  as  'Microsoft"  are  written  for  the  PET/CBM, 


Clear  Screen    [CLEAR} 
Home  Cursor  [  HOME} 
Cursor  Up       [up} 
Cursor  Down  [  DOWN } 
Cursor  Right  {RIGHT} 

VIG  Conventions 

Set  Color  To  B  lack  ( B  LK } 
Set  Color  To  White  {WHT} 
Set  Color  To  Red  [RED} 
Set  Color  To  Cyan  { CYN } 
Set  Color  To  Purple  [  PUR } 
Set  Color  To  Green  {GRN} 
Set  Color  To  Blue  [BLU} 
Set  Color  To  Yellow  { YEL} 
Function  One  { F 1 } 

8032/Fot  40  Conventions 

Set  Window  Top        [SET  TOP} 

Set  Window  Bottom  [SET  B  0  T } 

Scroll  Up  [SCR  UP} 

Scroll  Down  {  SCR  DOWN} 

Insert  Line 
Delete  Line 


Cursor  Left  [LEFT) 

Insert  Character    [  I N  ST } 
Delete  Character   [DEL} 
Reverse  Field  On  [RVS  J 
Reverse  Field  Off  [  OFF } 


Function  Two 

IF2} 

Function  Three 

{F3I 

Function  Four 

[F4} 

Function  Five 

{F5} 

Function  Six 

[F6} 

Function  Seven 

[F7} 

Function  Eight 

{F8} 

Any  Non-implemented 

Function 

[NIM} 

[INST    LINE}    Escape  Key 
[DEL    LINE} 


Erase  To  Beginning  [  ERAS E    B EG } 
Erase  To  End  [ERASE    END} 

Toggle  Tab  [TGL    TAB] 

Tab  [ TAB } 

{ESC}        ^ 


44 


COMPUTE! 


March,  1982,  Issue  22 


Energy  Workbook 


David  E  Pitts 
Houston,  TX 


If  your  heating  or  cooling  costs  have  increased  by 
30%  or  more  last  year  like  mine,  then  you  are 
probably  considering  installing  some  energy  saving 
measures  such  as:  storm  windows,  a  clock  thermo- 
stat, more  insulation,  caulking,  or  weatherslripping. 
Since  everyone's  home  is  different  and  there  is  a 
wide  diversity  of  climadc  conditions  in  the  United 
Stales,  it  is  difficult  to  determine  which  of  the 
many  choices  is  the  best  investment.  The  program 
described  here  utilizes  the  characterisUcs  of  the 
house  together  with  the  estimated  climate  to  deter- 
mine a  projected  savings  for  the  homeowner  for  a 
wide  variety  of  energy  improvements  at  locations 
within  the  contiguous  4<S  states.  The  homeowner 
may  utilize  this  savings,  together  with  the  projected 
cost  and  the  economic  outlook,  to  determine  if  the 
payout  period  meets  his  criteria  for  a  successful 
investment. 

The  energy  workbot>k  program  allows  for  a 
wide  xarietv  of  fuels  for  both  heating  and  cooling: 
oil,  natural  gas.  electricity,  wood,  liquid  petroleum, 
gas,  and  coal.  The  savings  due  to  installing  storm 
windows,  changing  thermostat  settings,  caulking 
and  weatherstripping,  or  adding  ceiling  or  floor 
insulation  are  calculated  for  the  homeowner.  The 
required  inputs  are  shown  in  Table  1.  Repetitive 
calculations  involving  future  energy  cost  can  easily 
be  made  using  the  |)n)gram,  thus  improving  the 
homeowner's  estimate  of  the  accrued  energy  savings. 

The  program  was  wiitten  in  Microsoft  BASIC 
on  an  OSl  4PM F  using  simple  I/O  so  that  the  pro- 
gram could  be  easily  converted  to  other  systems 
such  as  PET,  Apple,  and  TRS-80.  Atari  owners  will 
have  to  modify  the  program  by  adding  PRINTs  to 
the  prompted  INPUT  statements,  adding  dimension 
statements  for  each  string  variable  and  changing 
the  string  concatenation  and  splitting  as  per  page 
39  of  tfieir  user's  guide.  [Atari  owfurs:  wake  the 
fhaiigf's  in  the  lijtes  indicated  in  Program  2.  —  Ed] 
T!ie  program  is  based  on  an  algorithm  from  the 
Federal  Energv  Administration  (Reference  1) 
which  divides  the  48  contiguous  states  into  climatic 
regions  for  cooling  and  heating  for  average  housing, 
fuel,  and  climatic  conditions.  If  the  user\s  situation 
is  unusual  in  terms  of  home  construction,  altitude, 
etc.  additional  advice  from  government  offices  or 
utility  companies  may  be  advisable. 


String  variables  are  used  to  read  the  table  of 
states,  cities,  and  healing  (Hi)  and  cooling  (C)  factors. 
C^onnnas  are  used  for  delimiters  separating  the 
states  from  the  cities  and  their  factors.  Because  of 
this,  cities  comprised  of  two  or  more  words  have 
had  the  interior  blanks  removed.  Statements  20-45 
decode  the  city  and  factors  from  the  string  B$(I). 
The  heating  zone  and  the  cooling  zone  each  range 
from  zero  to  live,  with  five  l^eing  the  most  severe 
winter  climate  and  zero  being  the  most  severe 
summer  climate.  The  heating  and  cooling  zones 
are  used  to  calculate  a  heating  factor  and  a  cooling 
factor.  The  fuel  factors  FH(Ij  and  FC(I)  are  read 
from  the  data  statements  for  the  fuel  chosen  by  the 
user  and  a  heating  index  (HI)  or  cooling  index  {iX) 
is  calculated  by  the  product  of  the  heating  (or 
cooling)  factor  times  the  fuel  factor  times  the  price 
per  fuel  unit. 

The  fuel  index  (FI)  is  calculated  by  the  sum  of 
the  heating  index  and  cooling  index,  f  he  annual 
heating  fuel  cost  is  taken  from  the  total  energy  cost 
for  the  headng  season  times  .85  to  account  for  use 
of  other  uses  of  fuel  (e.g.  hot  water  heating).  The 
annual  cooling  cost  is  calculated  (rom  total  cooling 
season  fuel  cost  times  .6  to  account  for  other  use 
such  as  lighting.  These  ratios  can  be  checked  by 
determining  average  offseason  to  average  in  season 
usage.  The  appropriate  ratios  should  be  used  in 
statements  175  and  200.  The  ratios  in  my  home 
were  .56  and  .88  for  cooling  and  heating  respec- 
tively, quite  close  to  the  Energy  Administradon's 
estimate. 

Annual  heating  saving  due  to  changing  the 
thermostat  setting  is  calculated  from  the  product 
of  the  number  of  degrees  turned  down  times  the 
annual  heating  cost  (HS)  umes  a  savings  factor  (Y) 
calculated  in  lines  240-247.  Additional  savings  due 
to  setting  back  the  nightime  temperature  are  calcu- 
lated using  a  sinrilar  procedure,  but  with  an  added 
factor  .3  (due  to  the  reduced  time  the  set  back 
temperature  is  in  effect).  Cooling  seasons  savings 
are  calculated  from  the  annual  cooling  cost  times 
.02  times  the  number  of  degrees  the  thermostat  is 
turned  up.  The  animal  savings  (i  om  caulking  and 
weatherstrip|)ing  is  calculated  from  a  draft  factor 
times  the  total  floor  area  times  the  fuel  index.  The 
draft  factor  is  the  sum  of  the  factors  for  windows, 


for  fast  deuelopment  of  fast,  tight  programs 

Step  beyond  FORTH,  to 

RPL 


High  speed,  low  memory  requirements, 
and  user^riendly  development  tools 
are  no  longer  mutually  exclusive. 
Reverse  Polish  Language,  a  FORTH- 
like  language  now  available  for  the 
PET  and  CBM  computers,  is  faster 
than  FORTH,  easier  to  debug  than 
BASIC,  and  more  space-efficient  than 
any  other  language  known,  including 
assembly  language.  Here's  what 
Loren  Wright,  MICRO  magazine  s 
PET  Vet,  says  about  it: 

"RPL  is  generally  faster 
and  more  conservative  of 
memory  than  FORTH  .  .  . 
RPL  will  serve  well  the 
need  for  a  language  that 
is  faster  than  BASIC  yet 
easier  to  program  than 
assembly  language.  The 
package  is  well-thought- 
out  and  well-documented/' 

RPL  uses  the  ordinary  Commodore 
BASIC  screen  editor  for  program  entry 
and  editing.  And  the  full  power  of 
BASIC,  in  both  immediate  and  pro- 
gram modes,  remains  available  to  the 
user  throughout  a  development 
session.  The  RPL  Compiler  and  Sym- 
bolic Debugger  reside  in  the  top  8K 
of  memory,  ready  to  be  invoked  at 
any  time,  directly  from  BASIC,  via 
the  commands  "compile"  and  *'debug'\ 
RPL  source  code  is  saved  to  disk  or 
cassette  just  like  BASIC  source,  and 
is  compiled  memory-to-memory  for 
quick  compilation  turnaround  and 
instant  source  accessibility.  RPL  sup- 
ports separate  compilation  of  program 
modules  through  the  use  of  the  com- 
piler's "global  symbol"  features, 
which  also  permit  the  development 
of  true  ''subroutine  libraries". 

The  language  itself  is  concise  and 
straightforward,  making  it  much  easier 
to  learn  and  master  than  most  other 
computer  languages.  A  total  of  only 
47  special  keywords  and  symbols 
provide    the    following    capabilities: 

•  Nestable,  multi-line  IF  .  .  .  THEN  . . . 
ELSE  constructs. 

•  Nestable  FOR  .  .  .  NEXT  loops. 

•  Named  subroutines  and  functions 
of  arbitrary  length. 

•  Compile-time  constants  and  code 
ORGability. 


•  Full    16-bit   integer  arithmetic  and 
logical  manipulations. 

•  Built-in    character-string    handling. 

•  Stack-management    directives 
including  n-index,  n-rotate. 

•  GET,  INPUT,  and  PRINT  operators 

•  Forward   and   backward   symbolic 
references,     including    GOTO. 

•  Easy  access  to  machine  language. 

•  Predefined    arrays    with    numeric 
and/or  string  contents. 

•  Local  and  global  symbols. 

.  .  .  and  much  more.  The  60-page  RPL 
manual  is  clear  and  well-organized, 
making  the  language  easy  to  learn  and 
easy  to  use:  Loren  Wright  says 
that  ^*the  documentation  is  about 
the    best    I    have    ever    seen." 

The  Samurai  RPL  Symbolic  Debugger 

is  a  screen-oriented,  object-level 
debug  facility  using  a  soft-key-driven 
command  syntax  for  ultra-ease  of  use. 
Features  included  are: 

•  Full  visibility  into   both  stacks  at 
all  times. 

•  Single-stepping,    with    source-level 
next-step  display. 

•  Breakpointing  in  both  auto*singie- 
step  and  "go"  modes, 

•  Address    specification    using    ex- 
pressions with  symbols. 

•  Stack-edit  capability  on  both  stacks. 

•  Debugger    video    usage    is    trans- 
parent to  target  program. 

•  Extra    run-time    error-checking 
during  debugging  only. 

.  .  .  and,  of  course,  much  more.  Here's 
what  Robert  Baker,  author  of  the 
PET-pourri  column  in  Kilobaud  Micro- 
computing, says  about  it: 

**RPL  offers  an  unbeatable 
combination  of  speed, 
memory  space  efficiency, 
and  ease  of  use.  It  is  well- 
designed,  well-imple- 
mented, and  well-docu- 
mented, and  it  deserves 
the  serious  consideration 
of  every  PET/CBM  pro- 
grammer. The  Samurai  RPL 
Symbolic  Debugger,  in 
particular^  must  be  seen  to 
be  believed/^ 


The  compiler  includes  a  special 
option  making  it  very  easy  for 
you  to  create  "execute-only"  object 
modules  from  which  all  develop- 
ment-utility software  and  memory 
allocations  have  been  excluded.  The 
price  you  pay  for  the  compiler  also 
includes  an  unlimited  license  to  resell 
the  RPL  "run-time  library"  {not  the 
compiler)  in  conjunction  with  "execute- 
only"  application  object  modules  of 
your  own. 

The  Samurai  RPL  Compiler  is  now 
available  at  the  special  introductory 
price  of  $49,95,  which  includes  the 
manual  in  a  nice  3-ring  binder  and 
First  Class  postage  within  the  con- 
tinental U.S.  Media  supplied  is  of  top 
quality,  and  is  not  copy-protected 
(this  permits  you  to  make  backups 
for  yourself  without  hassles).  Com- 
piler and  debugger  together  are 
$80.91,  complete.  Manuals  are 
available  separately  at  $10.00  and 
$4,00,  respectively,  and  will  be  credited 
toward  software  purchase.  Please 
specify  machine  type,  memory  size, 
ROM  version^  and  media  type 
(cassette,  4040,  or  8050  diskette) 
when  ordering. 


Order  anytime,  day  or  night, 
7  days  a  week 

Outside  Florida: 

800-327-8965 

(ask  for  ext.  2) 
Within  Florida:  305-782-9985 


VISA  and  Master  Charge  accepted 

All  orders  shipped  within  2  days  of  receipt 

(For  technical  inquiries,  please  phone 
305-782-9985) 

For  more  information,  or  to  order  by 
check  or  money  order,  piease  write: 

SAMURAI  SOFTWARE 

P.O.  Box  2902 

Pompano  Beach,  FL  33062 


^ 

{d 
Z 


DYNACOMP 


*. 


Quality  software/or"^: 


ATARI 
PET/CBM 
APPLE  II  Plus 
OSBORNE-1 
ALTAIR**** 


TRS-80  (Level  II)** 
NORTH  STAR*** 
CP/M  Disks/Diskettes 
(see  Avaitability  box) 


CARD  GAMES 


iACCAHAT  (Atvt  (»l»  M«:  lll.W  (r^m^miM  Otktat 

Thrt  n  thf  |urop«ti,  tMd  (MFW  *lmk  a  ihr  It^omu  of  iJvt  Moot*  Cirlo  *rt  m.  ItMtmt  jouf^tf  »i  ihf  Mm"!  [»b«t  -ithOtT 
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GTN  RL'NMl  I  Apfilr  dbIt^ 

TTut  m  tttt  bat  Aucro  ump^i^r  usptcnMa 

HIRES  tripn^  iJ^r  HjpCTb.  Wh*s  fh<  cm  be  ua:? 

P  OKER  P  ARTlr'  ( A^alabk  fof  •!  compatm  I  Prta-  llT.M  CaMtl*  /HI  ,f3  DWfH. 

POKER  PARTY  n  t  dr**  poicf  H(rw!«5Bfi  t««J  qa  ihe  book.  POKER,  by  Oi-ikt  Jicc*j.  Thu  ii  ihe  mow  wfnprrtoiiDvr 
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{j(Hi  -lU  |«  TCI  Hnjn  ih*m)  tui  t  dkffcfMil  pefwoilily  in  lh«  form  of  m  ^tnrifij  prejxp.utr  [o  bJuff  of  feU  uJWlff  pmmft 

Prifli**  *Hh  POtCeit  PARTV  twfwe  r>uii  lo  mi«  MpmMvt  (mk  lormfn!  Appk  (»ti*ii;t  lAd  dri^rtt*  trfnom  rtquitr  ■ 
n  K  (or  W»*r}  Appk  W 

CO  tiStI  4A«tllsi^k  for  lU  rBOpaltn)  Prtn:  tt4.W  CMMii*''t1I.W  [Nti*4ir 

0*3  F1£M  u  *  cliMie  ihiWjoi'i  CAfil  (x™*.  The  opponent  h  «  fndidly  Wflspuur  •iih  u«f  >flp«t*  (tut  iftf  urapk  *[u*«ih  fm 
irtiiJ  (hildm  to  Miily  eniittf    The  Appk  jad  Al»n  vmioat  fmptoy  hith  rHDlwlior.  inptuci  far  tht  dupLiy  of  Hindi.  A  rami 

For  child  rra! 


THOUGHT  PROVOKERS 

M AN ACiJ^rNt  SlMULATOn  ( Auri.  Nortb  Stmt,  OSBORNK  mHl  CP/M  inUj>  Pri«i  11»,»  tp-rtu 

Hvii  pfO|f *m  H  boih  in  ri«tten[  KMhifll  lool  ii  ■•til  »l  1  H.muiitinj  iiiltUeclud  (wn*  fl*Mii  upon  iimilir  (ifnti  pUyfJ.i1 
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tuccturul  firm  II  [ht  onf  with  the  hiftidl  HOfik  price  i>hm  the  s!mul*!»n  fudi- 

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ind  ih*  cltaridcritdo  of  i  tmI  irfoil.  You  «ti  prictrcf  in*[funwtH  ipprqachei  and  lu^iftii^n  uimf  ridi»U  4iHi  compiu 


)it«dinti,  The  mor*  ■Jtuictd  flyti  ( 
doo  rtpt  employ  |.riph)Ct, 


m  iJm  perfSHTi  Soopi,  hilf-roilj  ind  limilif  iHObttJC  ininrurcTi.  Althoufh  lhli  prnijun 
y  ttWbctnt  Sei  I  he  loMwuf  review  in  tOMPLiTRONICS  Rum  m  I4K  At*n 


V  ALDK3t  ( Aviltahfe  lot  iU  t  ooipu«mJ  Pricti  lii.M  *:tmti%t/i^fM  Dttkit, 

V AlDO  II  »  eempulfT  limuUtion  of  i*j>enifili«  Mni*tian  m  ih*  Pfwi«  Wjllum  Stjuftd/Viidti  Nirrowi  ffgion  of  Abiki 

Incladcii  m  ihit  ufntiUiwn  ii  i  ttiJiilic  Md  etimiitt  U*  *  IW  eJoBcni  imp.  jwnioni  of  wheh  miy  b«  Hfwtd  utwi  ih* 
thip'i  ilphifviirorrtc  ridif  dupiij  Iht  motion  of  ibf  ttwp  it«lf  a  iminitly  modtUtd  matheimLciUy.  Th«  umuUtuin  iho 
coquini  ■  model  fo*  (he  UdiiJ  piiierfii  in  the  rtjwr,  li  well  tifflbflr  [nffic  {ciuijDint  uaUn  tni  driftmt  i«bHti)  Chwi 
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in  mctmitixt  Mi|h  Ihe  of  fkiiJ  rulci 


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iliifiti  inuther  hirnun.  The  tomp-jiieT  ctn  e*m  pby  i|unii  iiMlf ,  EJthcr  the  humifi  of  tht  computer  rui  deutk  of  ttrmiie 
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CHESS  MASTER  C North  Sl»r  ud  TRS-»  wUj >  Ptirt:  1».W  Cmmtu'iliM  mtkMU 

Tlui  t™p4*M  *,e»d  very  pwff  ful  pretriw  prondei  fi%«  IcvtL  of  p)jy  It  mtiudo  uiiSmt.  en  p«i«ii  cip*uTei  iivd  ih*  p*omo- 
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MONARCH  (AUH  amh)  »^-  *"  «  C«.e«»i  iW**  Diafctti* 

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tverypne  hipp; .  Rrtlf  m  t6K  Atin. 

CHOMPELO  fAl.fi  oilrl  'rttK  IU.t3C«a./f  >S.»S  DUeiie 

CHOMfHLO  n  rtaJlk  t»o  ch*llcrrn»  »*n»4  in  oeie  Om  ii  unikr  lo  NlM:  you  osuii  feitt  orfpifi  of  ■  cookie,  but  aioid  tak- 
>t4  at  pijiMJMd  poflHM.  The  ot^eT  itmt  A  Ihe  p<?p«lai  board  fMBK  REVERSl.  It  fallr  ui«i  l^e  Ataxt'i  pripAKT  capibJity. 
•fld  Bt  hard  to  beal    Th^i  P*cka(r  wiU  run  00  ■  I6K  iTiXtfts 

STACK.  LANES  (A»*I*fc*  to*  il  camptuni  ?**«;  !••  ♦J  Ca-rt*/Sl4,f5  DMena 

SPAft  LANES  If  a  janpk  but  enifluii  te*:t  irampottajion  |*p-e  *h»fb  in*o]i.ei  up  to  four  pUteri  [uwluduti  (httomputef  I 
Tt»  ob/etl  H  lO  (om  *Bd  cipand  ip#e«  (riinporti  t*M«  fomp*a«  ib  *  cOeB  F«f li*t  toinj  pnmeri  t .  TlM  (0*1 »  lo  imiii  WOft  e*i 
»(5ftri  th*n  your  opponcfit    The  econonncn  iniliJdt  nock  purehlitl  afuj  «orEp*jiv  mcfitfl.  W*t(h  your  •rt!lh  |to»' 


AVAILABILITY 


DYSACOMJ"  lofmafe  n  uipplwd  *iih  tompkie  ioewnentatioii  ^ontamiisi  ckaj  ctpbnaiiMii  afid  tiimpici  L!nl«i  other*  h* 
ipeeifitij.  au  propamt  •!«  njR  -nhia  ItK  protram  ftmnofy  vp«e  lATARI  lequtfei  :<»;},  Enept  •hcti  noted,  protfimi  are  i^aiJ 
tbNr  M  ATARI,  PtT.  TKS-*OfLtvtI  tl)  uid  Apple  (Appkiofticatietit  and  drtktitt  ai  ocll  ai  North  Stv  iiniledentjtT  (double 
demtty  eompaiiblei  dukAte  AddetioaaUj,  mo«  pfotrtrai  tan  be  obumed  on  itiDdird  J)SM  )T«0  lunik  d«viity ^douWe  dem-ly 
tompnrible  formal  \  I"  CPVI  floppy  flilki  for  lyitetni  funfsmi  UflOei  MBASIC  ((Of  etampk.  Alton.  XtfOt  JIO  and  nuni.  othttl) 
*'»'■  CP'M  dnktllet  irt  available  fCf  ihe  North  Staf  iPd  t>iboniccomputtr  lM.ttm*. 


■^  TAftL  PE'T  CBM,  SOUTH  STASt.  CF  .W,  !BM.  OSBO/iSE  •iiH  XEftOX  art  rtf^ifrrd  iradtKH^ti  itnd  ar  Hadf  mjrii 
»'£j(rt)w  oftfrr  noird,  aH  THS90  \todtf  !  w/Jwflre  a  avaJciiif  on^  casseiie  fotify/  M  tkf  TKS-^O  Sfoilrl  ttl  Ltttplf>ns 
tAl.DE2.  CXfBBACB,  CtlAHX,  CHESiMA!tT£R.  TF5-B0  dattiett  arr  not  mppiftd  »r/*  ttttter  D€M  of  RASiC. 


"fi^  mull  .Stfttit  Siat  liiiitHista  lyilttia   DfSACOXfP prt^nliy  dots  f\ 
'*'l-j'  AllMf  intfmi  tujttnt  if  iff  cto/l  RASH 


I  iUppori  iht  nr>-  Voff^  Sl^r  A^iVtaff 


DYNACOMP  OFFERS  THE  FOLLOWING 

•  Widest  variety 

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m  Fastest  delivery 

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AND  MORE. 


ST ARTREK  J.l  f  A *«JtaW*  f ot  iM  nopittn)  Prtt*;  HI -fS  Caartk  115.M  Wifcene 

Thii  rt  iht  cliuK  Staftf  ek  umuUriofi.  b«i  »rth  iMifat  iie»  feature*.  Fc»  ei*mpk.  ihe  Klmjofu  tw»  thoot  it  the  Etsierpfii* 
*Fthogi  •iniiiii  >hik  alw  aiiMkioj  iiufta^iei  en  otiwf  nMdrnnii  The  Klintoni  aj*o  atuck  •ub  both  tiihi  ind  heavy  fritiiett 
tmi  mmt  »hm  **«  at'  The  uiuaiion  i*  t*t%»t  when  the  Enter pnse  A  t>eve«td  by  th«e  heny  cniueti  lad  a  iuft4ie  5  0  5  u 
fK*i*edl  Tim  Klioioni  |e1  even'  See  tlVe  wftsaie  rrvie-i  m  A  N  A  I  O  fj  . »  5aft*af»  Cdlliue  *fld  Oamt  Mtftliandivi«» 


LtL*  MFA  rROM  MARS  (Atari  amij) 

UefflW  ytwrvelf  The  ItltW  i*iefl  from  Mart  iieOttI 
intnuleil  ifit^wi  lafCtde)  |im«  mhKh  ciCtitet  m 


met  4  It.t)  Caaatne '  lU.t)  mtk**n 
tn  yon  If  ton  dm'l  ttt  tbem  run  fhii  ii  a  hi.;*iicui  hifb  rnolutio^ 
h  of  Lhi  Atatl'i  powtf .  R«qilirei  oat  jo^iek 


Prk*:  ilt.M  CmmOM.iuM  DbkeiW 
it  laio  a  tusk  ni  l(ie  Kften  %aand  vunple''  Not  whtq  tht 
T  T«uf  tkill  itaaw  others  m  ihti  habit- fonnuK  aciiOtt 


SPACE  TILT  4  Aiw«c  ud  Alwl  PRf}) 

Use  tfte  (aiTW  p«4dkt  id  till  the  piine  of  the  TV  Krten  to  "foi" 
beta  leu  mulkr  and  ifT>«lkir  A  built<n  treief  aUo**  you  to  mt 

tafTK 

ESCAPE  FROM  VO  LA  STI  CM  ( AtaH  mIt  I  PiV.;  tUM  Ca«ek^  i*.M  CMrtte 

B'lai  tht  a<Uon  and  etJrteiT*ni  of  *a  ucAde  into  youl  homt  with  tSCAJ'E  FROM  VOLANTIUM'  To  eicape  yM  murt 
maneuvff  your  spaie  ihip  ajoufwJ  obwacici  and  li*ef  btm  ihe  dra|on  r*ith«<ji  temi  ttttnl  If  ht  n  kitkd  wnb  a  direct  litat 
{no4jiutak(lop(«flofri.  adoof  npedttoihtovUidt  Hosever.  the  doc*  doe»  flot  itay  open  ifiderimwlf  IfyoufadtoeKaiK 
Ki  tmn,  Hk  doof  iloi*T  ufvitnfm  diaton  appeui  Sumeiifflei  y<y*  t*a  uaaib  tbnMi*b  the  door  by  rtpe*:ediT  chippini  away  u 
III,  Othv  tiMi  It  It  unptTvifiui  At  the  htihct  ketelt  of  pUy  mart  otnucki  and  drafoni  aptwir,  «4di£|  tj  the  euttefnent  Uiet 
bwb  retoUtton  iraphici  and  uxmd   Rum  m  )AK 

ALPHA  FIGHTER  ( Atari  oaty  >  Pnte:  H  JW  c— n./»l7.M  Dtabme 

T*o  excellent  if*[*»;i  *nd  action  pro(riffli  ifl  omI'  ALPHA  FiriHt^R  tfljutret  yovt  to  de*iioy  the  ilien  iiafthipt  p«uini 
thfooih  yowr  levior  of  tht  »i:a*y,  ALPHA  BASE  n  w  the  pa.th  of  an  tlten  UFO  invauon,  lei  five  LFO-jftl  by  ind  ihe  fame 
endt.  Boih  |am<i  renuuc  ihe  joyifick  md  t«  profjettivtly  mort  dif ricull  the  bi*hef  you  tcore!  AI.FHA  FtGH  TER  wiQ  run 
on  l«K  vystfiju 

THE  RLNGS  OF  THE  EMPIRE  (Al«*  tmif)  P**«-  *W  «  c.-e«a/l»,»5  DMeo* 

Tht  tmpirt  hu  devek>pnl  a  new  haltk  itiiKin  prmeciad:  by  foutint  nntt  of  entriy.  Each  time  you  btati  ihro^ith  the  nngt  and 
destroy  the  ttation,  th*  empue  doTJopt  a  new  ttaiion  with  rnwt  pfotttuvt  rirtfi  Thu  tifntnt  lame  Tunt  on  HK  tytiemt, 
emptoyi  eiteniive  ira^bici  and  voond  and  (in  be  played  by  one  ot  iwo  pkjm 

l^^^Rl;DER  alert  (Atari  d«It)  Pirt«:  lU.fS  Ca.wit»/11*,l5  D*akf«f 

Thti  It  a  fill  paced  iraptixi  f  amt  *hich  pUcti  you  in  th*  (Tndd.1*  of  the  "theadiitt"  h**!n(  |UU  iiokn  m  pbRs  T  he  droidi 
have  been  4kttedard«redirictedto  deuf  oy  y«j  tl  idl  coti*  Tcni  mutt  fin4  and  tnler  your  ship  to  eieaipre  w  iih  ihe  pUnt  I  iv  t 
kvtb  of  difrWulty  lie  ffovided   INTRL'DF.R  ALEST  fniu^ei  a  {0*na:k  and  will  run  on  !«K  tyKemt 


MIDWAY  (Atari  ofllr) 

MIDWAY  11  an  eicitint  txtentioR  of  the^vneof  aattlcthip.  ti  tn« 
cin  be  another  human  or  Ifie  compulrr.  Color  (taphici  and  tound 


rr1«:  iUM  CaMrtle/11*.K  DUttK 

1  thechiiOeniei  of  ttraiejy  and  dance.  Your  opponent 
iit  boiri  included,  Rur^  m  l&k 


TRIPLE  BLOCKADE  1  Atari  oahr)  prtw:  1I4,«  Ci»eBe/tll.M  DUeiu 

TRIPLF  BLOCKADE  it  a  two  (otbree  pltjer  iraphict  ajid  sound  «tion  imp*  It  it  haved  ofi  tHe  elanw  viJto  u^*6t  (un* 
which  miljioni  have  tnjoyed  Lliintihe  Atari  joytucks,  iheab>eci  it  todif«(  yo«f  blosiidmi  line  aroufid  Ihe  wreen  *  rt hogt 
runnmi  ihId  your  oppuneni|i>   Althouth  the  concept  U  iimpk,  the  combined  |raphi:]  and  tmttii  eTFevi  beid  to  "hi|h 


G AMiii  PACK  I  ( AymlUbk  for  rJI  crunpulffil  Prke:  I>B,«  Ciaaettt/lU.M  Diikeite 

(iAMLS  i'MH  I  wntimi  the  ctjitic  .ompuiet  itmet  of  BLACK  JACK,  LUNAR  LANDF.R.  CKAl^.  HORSERACE. 

SWJTCH  md  more  Ihet*  (amet  have  been  combined  into  one  Ear»e  prof  run  for  ease  in  loadmj  They  ars  indrnduiLly  ac- 
cessed hy  a  eonveniefit  meni).  Thu  cotleition  it  worth  (he  pfict  luit  for  the  r)V^*tOMP  vtftion  of  BlACTtJACk. 

GAMES  PACK  H  (AviUibk  for  fil  conptafrnj  JMea:  Slfl.M  Cai«tte/lU,t9  Diaiejt* 

GAMES  PACK  II  wlddci  the  |itfl«  CRAZY  EIGHTS,  JOTTO,  ACtY-DUCEY.  LIFE.  WUMFLS  and  Olhets,  At  with 
GAMES  PACK  t,  ill  the  lainet  are  loaded  »i  one  projrini  and  art  calleJ  (torn  •  mtnu.  You  will  lurlkutarly  efljoy 
nYNAtOMf'i  Yemen  of  CRA/V  Ht'H TS 
Why  pay  iT.H  at  more  per  prrvrain  when  you  can  buy  a  DVN^CTIMP  coikction  for  juil  SID  9$? 

MOON  PROBE  (Atart  ud  Nortb  Star  amifi  f ****'■  m  »«  C*«e(i»/ti J-M  t>fakttie 

Thit  II  ineitremely  challenumf  "luiw  iin^ler"  pra(fam,  Theuter  inuii  drop  from  orbit  lo  land  ai  i  prrdncrmmediartet  on 
the  mooft'i  lurfate.  Yon  conlrol  the  thrust  and  ctientition  of  youi  craft  plut  direirt  Iht  rati  of  detceni  and  appicnh  *n|le 
Kunt  in  Xfi%  Aun. 

SPACETRAP  ( Atafl  *plr ,  16K)  Price;  wn  c«a.itt/Ilt.M  Dtofceti. 

Th»  laUtlK  "ihoet'em  up"  arcade  ^afiw  ptacet  you  near  a  blick  Hole,  You  control  yo«f  spacecraft  ui:n»  the  lojttick  and  at- 
lempt  to  !>Lait  at  many  ol  the  alien  thipi  at  pottjble  before  the  black  hole  clotct  about  you, 

C  HIRP  I NV  A  D  ERS  <  P  ET/CBM  *bJj  ►  P^e..  f  K.M  Ciaatlte.  SI  ».W  DWeite 

CHIRP  IS  VADER5  II  an  addidi^e  fame  utio*  •eiKm  (raphes  A  htdctitvsn  spac^e  »i«wn  mutt  be  reichni  before  ihe  Chirpt 

confl\ifT  (he  Eafth,  Stationary  cuiiiacki.  movinf  meieors,  and  ihe  *rt*ekin|  Chirpt  ttiutt  aQ  be  avoided  for  a  tuccewfut 

journey    Good  tyck. 


ADVENTURE 


CSANSTON  MANOR  ADVENTURE  (Nwth  Star  iwl  CP/M  <mI>)  PrkrilW.WDlattifc 

Ai  la*i!  A  cofflprtbcniive  Ad«miUTt  fiftw  for  Nonh  Star  and  CP/M  tytstmi  CRANSTON  MANOR  AD\"ENT\RE  tikci 
ywi  tfifo  mysunoui  CRANSTON  MANOR  *heit  ywi  aitetnpi  lo  father  fa&ukmt  tteasuret  Lurtini  m  the  manot  are  wiJd 
anjDuk  and  robou  who  will  not  p*»  up  the  tfeaiiurtt  wgihout  a  fiihi  Tht  nombier  of  rooini  n  jrrtitt  and  the  aiioctated 
detctrpiwrn  ire  much  mote  eLaboratt  than  tht  euirent  popular  tenet  o<  Advcniurt  pi  of  f  ami.  making  this  (am*  the  tor  m  iti 
clatt.  Play  can  be  itopped  it  »ny  time  and  ihe  tLatiii  tifwed  <vi  dttkeiLt  Not  aviilablf  m  ?!»"  CP  M  (ortnai 

GL'MBAIX  lULLV  A DV FUTURE  (Nerih  Sui  o*hr,  «Kr  Prttt:  WLtS  tHateoe 

Take  pan  m  thii  ouitaw  rai:e  frcm  iht  ait  coait  to  the  wett  coati  Tht  io«l  ti  lo  Tmd  yout  way  io  ttit  fmith  Une  whik  majo- 
ta4n4n(  tt<  bvbttt  poitibk  ipeed  You  nay  chcxne  ooe  of  Fm  cut  avuiabk  at  the  |witt  The  choKr  wdl  affea  your  t^eed 
and  r*4|t.  IteaMA&er  to  take  spare  pins  arvd  doA'i  f et  caufhi  ipetdmi! 

UNCLE  HARRY'S  WILL  (North  Stai  wOj,  «Mt}  Prfc*:  nt,9s  Bttkim 

Uncle  Hirty  h«*  died  and  hav  kft  yoa  e»eTyiJiitij  Ho-evet,  he  lut  neglected  to  mmuoo  where  everyihini  n"  Iniiead.  hti  wi3] 
cDiiuiJt  of  a  potm  which  containt  clue*  You  wiD  have  to  trtvtJ  aO  o^Tr  the  Uniteid  Staiei  both  by  ta.*  and  on  foo*  to  so^t  tht 
puuk.  aad  ihere  are  over  MO  lAcationt  (o  jwob*  Be  cveful  and  watch  out  fot  ted  beinnftf 


SPEECH  SYNTHESIS 


DYNACOM:?  11  no-  datfi**tjo«  the  new  *ii  revduitoiiao  T  YPE  S  TALJi^'''  (TNTttpetcb  syntiMniK  front  Votri*.  Simpjy 
connca  TNT  to  jottf  eofljpuler'i  scruJ  Lflterfaee.  enter  ten  from  th*  keyfreanl  and  hear  ibc  -ordt  tpokee,  TNT  it  tht  w'wS-Jp- 
proiTant  tpteeh  tyetheiaer  on  the  market.  I;  v*n  the  kau  aioouni  of  memofy  and  providet  ihe  htoh  fkutk  voobtilary  awOabk 
anywhtft' 

Lni  pr<e  IJ:!    DYNACOMP'1  rtve  Jit*  »)  plui  J1  oa  tot  nhippmi  and  hindlifil 

TALK  TO  ME  rr- N'T  Atart»»U,l4K>  f«ft:Il4.»5Ca-.tia'm.*H)*afc«ne 

Tbii  ptoitim  Pftteriti  I  twpetb  tutorial  on  tpe«<h  lynthnit  uunj  the  Atirt  tOO  and  TYPE  K  T ALK'*"  T ALK  TO  Mt  wiH 
ithitltale  nornul  *ot4  (cneritvMi  at  well  at  phoneme  |cneiaiio«,  The  docbmentation  in^lifdiet  many  htlpful  prD«rainmint 
iipt  TALK  TO  Mt  ha*  been  dtmooiinted  on  net-otk  (CRSI  TV 


MISCELLANEOUS 


CRYSTALS  lAlvl  t>mtf\  f**»-  *  •  ^  C—Hia/li J.»*  Mahfii* 

A  WBtque  alfotnhm  randomly  producet  f*tclMtin|  iraphvi  dapliyt  itcompanied  with  lonet  >hich  sary  at  the  patiernt  ire 
tHjilt  No  two  p4tief  ni  arc  tht  tamt,  and  ihe  contbined  tfffcl  of  the  souiid  andfrtptiKi  vt  meimeruint  CRYSTAL-S  hai  been 
ut#d  in  local  ttnrtt  to  detnonttrate  the  touml  and  color  feature*  of  tht  Aun   Hunt  tn  I6K  Atan. 

NORTH  STAR  SOFTWAR*:  EXCHANGE  (NSSEI  LIBRARY 

DYNAttlMP  no*  ditinbuteit  the  13  votume  NSSt.  library   Theit  diikttin  ci 
itanjini  viJiK  for  the  puiriiai*  price  They  thould  be  part  of  otfy  Nofils  StAt  uter "i  c 
far  detiilt  tcgMtimt  the  fcmunu  of  ill*  NSSE  collection 

9  4) 


BUSINESS  and  UTILITIES 

M  AJ  LM  ASTER  fAtv1dUc(icoal>)  rtkt^t3t,vsiM*kHit 

MAILMASTER  a  ■  vcfr  vtruuk  faftwut  packijr  for  miMtuii  irvd  manipuliUiti  mtii  luu  iisd  mint  dm  bun.  Etch  tjuk 
c*R  hold  cvtf  "JOO  cusiathEr  rntiitj  coftuLfluij  nuiw.  uldrcu.  ihfK  Jktiff  kty  ^dnii  «nd  t  phane  njmbet  The  4iipEa>  u 
rmriied  10  Ihil  cotrki  ntjf  be  made  ind  tdited  «iiii  cue.  Thr  luiui  fr.|..  duk  ipux  left,  cptiont.  ^t;  <  it  ihown  ti  »U  tinw 

LlbcEt  nUf  be  prmbcd  1 .2  or  1  up.  mni  mL  wrtrnf  (up  code  tfld  tj^l^t^^l  n  pCffwrafd  b?  4  Ita  1n*fh«K  La.1|ui(e  prCtruc. 

PERSON AL  finance:  SYSTEM  ( Atari  tnd  Nwlb  Simr  satr)  ^in:  t3f  h  DUmt 

PF^  11  ■  Utt,k  dLftctlr,  fDoi u "Ot WAltd  if iUb^  tranpcned  of  Un  4>iffrT«ii  pfQfruni  Bctfdm  rtc^i^iAi  reuJ  CipntCi  Uld  Ux 
dfdtfctibk  ijetm,  PFS  «  J]  wrt  end  lumervue  f iptttKi  t>T  fare*,  tetd  dapkjr  lAfarmmLton  00  (iprndii^m  tir  tn}  oF  Z&  uict 
difioed  coski  itt  nsonth  of  bf  pa)Tf  PFi  *  Jt  f*m  pc^UCf  fOWrthl^  bv  |f  iphl  oT  >om  «i,C«AWi  bj  (tlttftty'  T1hii  Jw«xlf ul 
tvckitc  lequifn  cm^  ant  dtik  drivt,  mirttruJ  metticirir  {24k  Aian.  121c  Sonh  ^lar)  aiid  oill  npir  iip  i«  MV  rKOfdt  tw  dak 
tuid  Dvcr  IDOO  rFcofdt  [«rr  duk  bt  mtkint  1  Ft^"  iimpbt  cKmfn  10  ihf  piafrunt)  Vou  C4n  rttotd  clvccki  (iJui  caiA  f ^pntw  1 10 
ihti  >^u  C4ri  firtJJr  t*t  where  jrour  moner  |«<i  ind  ekmihitt  |u«i*afk  and  tedieui  hknd  rdcuUmnn).  Conuuithiih  ipcftl 
iniLJimc  lin|iJi<E  utrl.  Pt'S  h4i  brcm  dmAAiiralnl  an  nclwof  k  l('B^>  TV! 

FAMILV  at'DGET  (Apple  ifld  Atari  adb^)  Prki:  iM.«  Obk^tt 

FA.MILY  BUDGET  11  ■  verjr  ODnvrAmmi  ITnuKiAi  mord-kccpuvi  protrin.  Vdu  will  bcabk  to  keep  UKtoTiMth  uul  credit 
rip«PdJlutrt  u  wtU  41  lAcDfnc  on  4  itity  b*iu.  Vou  can  FKord  [41  dcduclsbk  Urau  utd  cMntabk  dcmalioiti.  FAMILY 
BUOCET  Miio  pnjvidn  I  contiitvooi  recwd  of  IJi  credit  iruiUCIiCrii  Ycu  an  ettkt  daily  caift  and  chaJi*  mtnci  Eoaay  of  21 
different  eipen^  afcmnii  aj  wrll  at  to  i  pa^roU  aivl  tai  a<xf>unu  D«t*  are  nttLv  retrieved  frrmf  The  yMr  {ounplrv  cooifiM 
otft  an  Dlhcr-^ifc  twnpbCAied  liod  un-Oif |aPiJ*d^  t  Hit;e<t 

1NTEU!4K(Atar1i>il:r>  Prt»:U».tSDu«ik 

Thii  toftwve  pKka^t  wfiLUj^i  a  Etwnu^rivoi  ooUfrtKHi  of  pfofiam)  fot  f»eilii»ttci|  rfficintl  t*P*ij  coniinunKitioni 
ihrcmiJi  i  fM  iupk\  modem  (requited  for  uk),  tn  one  mode  ol  ofNrraiion  ;c»  may  cdnncci  to  a  dau  Kr»Xt  ic  i  .  THr 
SOUKCfc  01  MKto^^l|  acHt  quichlf  load  d4l«  ivch  ai  iiock  qiwIaEmni  onKo  yauT  4tAtiU  for  lalei  vi«wut|,  Thit  treilll  if- 
dticn  "cofifKcl  LiiTw"  and  thut  the  Ktvicf  chuft,  You  ina)r  alio  rncofd  ihr  L'ainpkir  conicnti  of  a  communiuuprti  uuion 
Additnhaliy,  proiraoii  mnntn  la  BASIC,  ^Ol^TRA^l,  etc,  may  be  buili  off-line  utin*  the  suppwi  letl  ediior  and  later  "up- 
taaded"  w  ajrtocher  compuict.  makint  tue  ALari  a  wrj  smart  terminal.  Hvcti  Aun  BASIC  proffam  m*y  be  upioaded: 
Funhtr,  t  command  flk  may  be  built  of  Mine  and  uJCd  later  ai  controlliaj  lapul  For  a  CisDC-fharr  iTtrErrs.  Thai  1.1.  >ou  an  fct 
up  y out  H^ucacic  of  doe-ihaTT  onnnubdi  add  pnapaau,  aod  ihe  Ai*n  «rill  traiumU  Idem  4*  n*ed*d;  bitch  pnxetHfl*.  AU 
ihii  add!  up  to  Mvmf  borJi  co«fi«]  uae  and  )«ur  linae. 

TEXT  EDITOR  n<CP/M)  ftrleir:f».Htllaki«t/tiJ3^DU 

Thn  11  the  KTOOd  niiie  ^cruoa  af  D¥;<IACO«flP'»  popalar  TEXT  EOIFOR  I  and  ooatami  many  fxw  fcaium  Wiih  TEXT 
E  DJTOR  11  ;<M  mi  r  tmild  letl  Tiki  in  ihintU  and  auemtiic  them  fot  Uuf  dupla  1 .  Bloefci  of  leit  mty  bt  ipprtided ,  inicrted  or 
dckted  Filn  may  bf  iated  on  dlik/diikfttr  in  ri«ht  ;uttin«l/nn tereil  fofmal  to  be  taut  ptmicd  bif  eiihrt  TEXT  EmTOR  II 
or  ihf  CP^'M  ED  racilii;^.  Futhet,  ASCII  CP/M  flki  Iioduduii  BASIC  anJ  iMfmWj  lanfuaie  prof  lamil  may  be  read  by  ihe 
editor  and  prcicn«cd  In  Ficl,  tenl  filri  lan  be  built  uant  ED  and  Later  fDimaitrd  uiinj  TE?<T  EDITOR  II  All  in  ail,  TEXT 
EDO  OH  11  11  an  inejpmiLve,  rugr  td  uk.  but  lery  fViibk  fdilini  lyiltm 

PAVnV£(AppfellptiHdJtl(ent,l»»dt1^t)r«4iilRd)  pnea^Stat.M 

TTin  it  an  tnormouilr  flmbte  emplojw  pax™!]  [>itcm  wnJi  fititordiurily  uwjd  human  encineeruif  Featurn,  PAYnii'E 
pnnu  cltecki  and  somp^Jet  the  re<]u4j«d  feder iL  Hate  and  local  formi  fot  4p  to  lal  crapjcyccs.  The  p*}  neth^dt  may  be  bouj-- 
If,  ialar>.  cooinuisKHi  ot  anjr  vembioatKir .  T^icTe  are  multipie  o^iooi  for  pajr  pcnodi.  and  ibc}  alio  Eaa  be  u4cd  in  anji  com- 
bdiaiion.  PAYFIV'E  in±ludci  rrwin  othet  leatum  and  cocoet  ntrenirlT  wtlt  doevDVtited  «  Hb  a  200  pafr  manijat  Ttie  cnanuaJ 
mar  be  puis^haxd  K^aiatd;  F«  S]0.  utt  that  pajnaicA!  later  applied  to  tbr  loftware  pvrcluK 

SHOPr ir^G  LIST  {AtaH  imly I  Prtn:  StI.M  C^ttttriUM  Dkkttu 

SHOPPING  Ll^  itorn  EEtformatHsn  on  iiemi  you  purchaK  at  the  lupennarkei  $lf fore  i oui|  ihoiifHni,  U  *hU  rtmmd  you  of 

all  ihr  ihuiti  yoa  mifhi  need,  and  then  d^ipLay  [Of  opDorully  pnnil  tout  thoppinf  b,»  attd  ibe  total  cutt  Addtni.  deleting. 
ihaniini  and  Mortn|  data  ii  very  tut   Kiint  with  I6K, 

T  A  X  OPT!  MWrlR  <N*rtJiSl«oiUj|  PTk«:S5t.fSDUea* 

Tlw  TAX  dPTlMiZ£R  L(  an  tai!r-lO'iii«,  menu  oriented  Mifrwair  pa^Lait-  whidi  prtni^pj  a  wntcnicnt  mttat  for  aiialyiini 
tarwut  iBCHKOf  uti  UTaufxi  The  ptOf^aei  a  dcu(«d  10  pctrvide  1  qtiieV  and  avt  data  enity  Income  lii  it  £ompu^ed  by  aU 
lai  nrthodi  [refuiar.  tafome  a*«TI4m|;,  mawmum  acd  iltrmatc  iTimimmt  tajij.  The  user  uiaj  ntni«4i«tel>  obvive  tb«  tai 
effect  of  crtical  rnia&7.aL  dmKini  TAX  OPTIMIZER  hat  bteo  iboroutbiy  TteW  ies*d  m  CPA  officei  and  coma  ctxnp^cte 
with  the  currat  taji  tablci  in  ill  d«i»  filer.   TAX  OPTIMIZER  a  ia:i  dedui^tibte! 

UTlL(A^I»leoabr.4aKj  Fiirt:ti*.f5Dkkinf 

L^  IL  El  a  dl»k^^leBtf(J  uiilisy  mitm  whub  pntniis  enamjnuii  and  (hanitni  of  fht  contefiit  of  DOS  J.I  and  J  3  diikni«  at 
ibe  bii  (nibble  or  byte  I  leifL  Vi'iib  U  TIL  you  itn  eauly  naitunc  the  cunirnti  of  a  dukellc  wctof  by  »«lor,  ttttr  u<:itite  the  lec 
tor  puinttnt,  itaI4o<:aie  teciori  (e.|.  bad  ircion  may  be  "hidden "L  anil  iwt form  manyoihtr  taphitiiicaiedopcFainni  t'Qi  the 
fipcflenccd  jir  airamincr 

TURNKEY  AND  MENU  lAtulMlT)  PrtA!iiV«n.kaiit 

TURNKEY  n  a  uubty  profrain  which  aUowt  you  ;o  create  autoboot/auronin  duketin  eaiily.  Sim^y  load  afid  run  TURN- 
KEV,  k>ad  ih*  protram  duketlr  to  be  modifAJ.  aai  a;:sii^  the  qunikOfll*  Tht  RJRSKEY  diiknir  aim  amcj  *ilb  iXJ5  10 
and  UKbdct  aHt.>ie  proiiam,  MEM;  MEMJ  taa  the  coatmu  of  yout  dakrtse:  aJp»i*beticaJ3y,  and  penrsrti  the  runttinj  of 
any  BASJC  profiam  on  the  dutnte  by  ly^toi  a  srojle  key,  TLiRNlCEY  and  MENU  provide  you  with  i^ie  abiLiy  ta  ma  aflv 
proftaffi  OB  yftjt  diikE»E  by  l^inpiy  lomis^  on  the  tomputer  and  prnucj  a  iinile  key- 

!iTOCKAID(Atvlp«b)  M«:IM.«  DUMk 

STOCKAID  ptoindoa  powerfwl  id  of  !o>9li  for  tlock  matkn  anatyiii  With  STQCKAID  jou  can  dit^lay  posnt  and  fnute 
Lharti.  ai  wrlJ  at  faarchar tt  with  OKkllaioii  You  lan  alu  eiamine  lunt  \ttm  mo>in|  ateraiei  and  ofl-balancc  volume  feaiuict. 
?)TOCKAfD  allowi  yuu  to  input  daily  data  with  i  fittjle  duknic  ttotafr  capabibty  of  234  dayi  x  16  ilocki,  Included  are 
mock  dividend  and  ipki  adjuttmeni  t,apabilitiei  A  very  profe»ion«j  pack  if  e' 

!)H APK  MAGICIAN  ( AmMe  11.  UK.  dialittif  oid^l  Prka:  tn.fS 

A!  laii'  Afi  Btiliiy  for  pamletily  creaun(  (raphx^  ihjpci  for  the  ApTk  Creaie,  edsi  and  M^e  up  10  W  ihijiTf  which  can  tboj  t« 
UMd  10  devtiop  arcade  iimei  or  to  umplj  etibance  your  jHOitami   Add  ibai  jMoftwenal  touch' 


EDUCATION 


KODCE  PODGE  4 Am»Ic  obJjt.  aK  Apptnofi  cr  tatetc*  B ASICI  trtaitUM  Cwtnt/Jll.M  Dtakttie 

Lrt  KODGE  POiXJE  be  your  «hild"t  (e*:t*r  Prrumf  any  key  on  ygiur  Appk  wkU  teiull  in  a  different  «nd  tnlniiiins  "hapH, 
P«mn«"  tftaied  id  the  leiier  ot  nuaabe*  of  die  choieii  key  The  pro^eam't  |ta$hKi.  color  and  w«»d  ar*  a  dettjht  for  chtktfHi 
ff  om  atei  I  i  10  "?  HODGE  POtKE  it  4  aon-inumidaiini  tcachint  de> Kf  »b«a  bfiB*i  a  fttw  duMenuon  io  the  uie  of  com- 
sui*n  m  edk-aiion.  See  the  e*cdkni  rei**!  of  tha  very  popmti  pro|,ra,'n  ih  iNFOWOELD  and  SOF7ALK 

TEACH  ES-S  AIDE  ( Alvl  OOl;  J  Mca:  S)3.*S  C*«it/tlT.«  DUeW 

TEACHER'S  AIDE  nniiuti  of  three  bau:  moduki  contained  m  00*  piofran  Tbe  nm  module  providn  addiiton  and  ™b- 
tj action  esercEK*  of  virying  ieveh  oF  difficuby.  The  teetmd  module  iOnwU  of  muhapljcation  problem*  m  »hKh  the  student 
tnay  be  teiied  both  on  the  final  answer  and-'oi  on  the  jublotal  aniweri  ift  the  Jwi  hart^  procedure.  Several  levrli  of  complcmty 
ate  ptotidtd  bete  ai  well,  The  third  module conum  of  di^uion  probtcmi^  one  pantculariy  nice  feature  of  Ihe  divuton  module 
It  ihat  lh«  ioni  hand  djvtiion  iiep*  can  be  diipUyed  akmj  *nh  tbe  r*«4i,ndeT  m  order  to  cl*4tly  dentomiraie  the  procedure  by 
which  the  irruinder  it  dern-ed  Unnj  Tf  ACHER'S  AIDE  li  not  tnerefy  1  drill,  but  rather  a  leanun*  eipetience 

PHARMACOLOGY  CPUATE  (PET  o.ljj  rrke:  tm.n  C-aHi*^IISJ.fJ  OUeite 

rbii  u  OYSACOMP't  fitit  Ed<icational  software  rtttj  for  tbe  Rv<dH.a!  pr^fmion  [mnee  are  commtll  fKARMACOLQCY 
UPDATE  wu  wrnteo  by  a  R.N  at  a  matiert  Ektoject.  with  the  aid  of  a  pr acticMti  pttannacolof  at  and  an  elKtrontn  iaitfiicior. 
Tbjv  (uckaae  cone*  in  1*0  pani  The  Firji  par-,  it  a  20}  page  manuaJ  whjck  »  drvslcd  mta  la  Mcuotu  E^b  el  Uttx  Hcaocti 
pro>  Wei  Ootk  cohciic  infonnajion  and  proSifflt  Huertion*.  Tbt  leiond  pari  coauw  of  10  ptOf  rami  that  afC  kCTCd  to  the  ten 
and  *h*rh  itit  tbe  defree  of  your  underiiardmi  oF  th*  tent  material  Thtt  paciaic  hai  ireai  educational  ^alnt  fw  li*  b^ra- 
mill  itudcnt  ai  well  is  the  profeKiontl  mtefrited  ir.  an  efr»ciefli  way  ro  rtvie*  and  update  bii  or  her  Lnovkdfe. 


ORDERING  INFORMATION 

All  »deri  aft  pro«i«^  and  shipped  .,ih>n  ai  ncvti.  Pieaw  «w1™  pa^mtni  wsh  order  and  include  the  appropriate  computer  if 
formation    If  payni  bj  VISA  or  Maitet  CaJd.  include  all  ngmbert  on  card    PurchaK-  order*  accepted 

Ulpplni  aod  Haadllni  CfaaitM 

^^i'll:hin  North  Amerifa;  Add  UPO 

fjutitde  North  America   Add  l)*i  (Air  Ma  ill 


re  ^Oframi.  DaaJcr  diKOunt  ubedukei  are  available  bpon  teqimi 


Deduiii  10*1  fchen  ordetmi  1  or  n 


I"  CP'M  ItUkl 

^o«h'MI^IC  «  B^^'^  '"  *^  •"  ^'  '"'  '"'"  -"  '««"^  "'  "^  ^•'™"   «■'«'«"  '-  - 


t*  ilao  availabtc  on  5'/' 


diikj,  Honh  Star  ittit  Osborne  forma; 


DYNACOMP,  Inc.  (Depi.  e) 

1427  Monroe  Avenue 
Rochester,  New  York  14^18 

24  hour  order  phone:  (716)442-8731  recording 
Office  phont  (9AM-5PM  EST):  (716)442-8960 


STATISTICS  and  ENGINEERING 

DIGITAL  FILTER  ( Avalbble  for  ail  cunpHtrn)  hm:  13*.M  Caaatiu/IO.M  Utakeiii 

DIGITAL  FILTER  it  a  tomprehentive  data  procei*m|  profram  which  permas  the  utet  to  de*if  n  bit  owa  filter  function  or 

CbOOte  from  a  menu  of  filter  farrai.  The  filter  formi  are  lu biequcntly  con vrrtcd  inio  npn-recuruve  convglvbon  coeffKienu 
whdch  permit  rapid  data  pfoccumi.  In  the  eip^cit  dcii(n  mode  the  ibape  of  tbe  frequency  tranifct  functioa  u  ipccirted  by 
diftctly  erstenm  petnti  aloni  ih<  dettred  Tilter  cutM*.  In  the  menu  mflde.  ideaJ  low  past.  hi(h  paw  and  bandpai*  rjteri  ttiaj  be 
approuotaird  lo  va^y^t  degrcn  accordini  to  tbe  number  of  pOiAti  used  m  the  calculation  Theie  Til  ten  tnay  opOqaaQy  aho  br 
unooched  with  a  Haneuai  function  In  addition,  mulu-ttafe  Sutterwoetb  f^ten  may  be  ickctcd  Femtuta  of  DIOITAL 
f  ILTIR  mclsidf  pkjtuni  of  Ihe  data  tsefHjre  ai^  after  fiHemn.  ai  well  a*  dtapliy  of  the  chpien  r>ltet  funrttont  Al»o  rnthided 
ate  conienieat  data  ilofaie.  rtttteval  and  ediTiBf  procedure* 

DATA  SMOOTHER  (Not  italtobtr  for  Atvll  Prtca:  llf.tS  Caw0e.VJ.49  DMtfte 

Thit  ipecial  data  utvoOthmf  profram  may  be  uied  to  rapidly  dctite  uieful  infsrmalmn  ftom  noiiy  buiineti  ind  enaimmnl 
data  whKb  are  equally  i paced.  The  loftwar c  ftalttrei  choKt  in  detree  and  rantf  of  fil.  11  well  ai  imootbtd  firii  and  *K0fid 
derivative  calculation.  Alio  included  i>  autonaiic  pkitimi  of  the  utput  data  and  tmoothcd  tnulti 

FOU RIER  AN ALV2ER  {A yaiabk  for  til  tomptitni  nw:  i it.ti  C>«eiiie/li3 .f»  Ptahtete 

Uk  thia  prokraic  lo  eaamine  the  FreqtwKjf  tpecrra  of  ImiEcd  durattoni  *ttnal.t.  The  program  fcaiurti  automatic  *calint  and 
plocaitt  of  the  ia^i  data  and  teiuht.  (tactical  ippiicatioRi  tnchide  the  anatym  of  compbcated  paitcnu  m  uich  field  i  at  elec- 
troqies,  commtmkatnni  and  buimeM 

TFA  fTruif er  fmtetiom  AamijMXT)  Prka :  1  (*.K  CBrtie  'l;U  .9«  O^rtit 

This  It  a  tjxrial  toft  ware  pacta«r  wH^b  may  be  uied  to  evaluate  the  tlanifet  fLnciioni  of  lynnni  lucb  ai  hi-fl  ampJiTteri  and 
fitiert  by  eiammtni  ihetf  rc*poflte  lo  puiwd  mpMti   TFA  ii  i  major  modifKauen  of  FOl-'Rtf  R  ANALYSER  ind  coniamt  in 

entUKCtinf-ofieiilfd  detibel  trrsui  kif-frequencr  plot  ai  wi I L  ai  data  ed i ting  f ealuf ei  Vi'hrreai  FOURl£R  ANALYif t^R  iidr- 
tifned  for  educauonal  and  tciemific  uie.  IT  A  :s  an  rci|ineeri>na  looL  Availali4e  lot  all  computrrs 

HARMONIC  ANALYZER  lAralltbk  ftyr  rJI  coai|>BttAr  PuVe:  tM.M  Ca«*eiir/iit.M  DUeti* 

HARMONIC  ANALYZER  wai  dc«ancd  for  Ihi  ipcct  rum  analy  lu  of  tepctil ive  w av  tf ormi  Feature*  include  data  Tileicnera- 
tion.  editiivt  and  itotate/tetricval  as  well  41  data  and  ipnrtrunt  plotua|.  One  particularly  unKjue  facility  is  tba:  the  mput  data 
need  isot  be  equaly  i{ka«d  or  m  order,  Theoninal  dtta  it  urud  and  a  cubic  ir4ine  tnierpolaMon  it  uted  to  create  ihe  dati  fiie 
requited  by  tbe  FFT  alfortthn^. 

FOURIER  ANALYZER,  TFA  and  HARMONIC  ANALYZER  tciay  be  pur^hucd  loiclbrr  for  a  combtDcd  Tnce  of  $49  9i 
(three  usKtin}  i»d  ii9  9i  ithree  dttketiett 

REGRESSION  I  ( A  ta>a^  f  or  al  coapirtm  I  Mc« :  1 1 1.f5  Cawne^UK  pUftit 

REGRESSION  I  it  a  unique  and  enctptionally  urttatile  one-dinvtntional  kasi  i4uaret  "polynomiar*  curve  fiiiinf  ptof  ram 
Fpmim  include  rery  htth  accvracr,  an  automatic  dmree  dttermmation  optwa;  an  eiienuvr  miemal  library  of  riltlni  lun<- 
Itott*;  data  edtttni^  automatic  data,  curve  and  leudual  pjoiimi:  a  lUiiiiKal  anaiytit  let:  standard  driiation.  correlation.  Eoeffi- 
cirni,  eie.l  and  much  more  In  addition,  new  flu  may  be  tried  without  reenunni.  the  data  REGRESSION  I  it  certainly  ihe 
corneritottr  profeiam  In  any  data  analyii*  10ft ware  Library 

REGRESSION  tl  (PARAITT)  (Atallalile  for  al  ea«pi»itn)  rrVa  =  tlt.f*  t-a«eu/JW-W  VUeot 

PARAFIT  tl  dnvtud  to  handk  thoie  caiei  in  which  the  pat anutcr*  are  nibcdded  ipoitibly  notiLncatly)  oi  the  fittuif  func- 
tioE.  The  t»er  i4n:pty  utiert*  tbe  FutKtionaJ  form.  UKludtnf  the  partroeter*  (All I,  All),  etc.)  a*  one  or  more  SAS.IC  tcawflteiit 
bnci.  Dmla..  rnuilt  and  reiKJuaii  may  be  maflspulated  Jt»4  plotted  aj  wisb  REGRESS]0^:  1  Cie  REGRESSION  1  foe 
polfnoiQial  rititnt.  artd  FaRaFTT  for  thoie  conpbcaitd  funcuom. 

MULTILINEAR  REG  RE&SI  ON  <MLH)  (A  raUibk  tar  all  nnap«lcn)  Prtta:  114  M  CmmmtfmM  OaUtU 

MLR  IS  a  profrtiional  software  pacliaie  for  analyuni  data  *ettcontatnuti  two  ce  more  linearly  itudependest^anahlei  Beude* 
performing  ibe  baliC  tetmsion  calculation,  ibis  prof/ am  alw  provider  eaiy  In  uk  data  rnlty,  slot  aft.  teItie>aJ  and  editrnf 

funcuont  In  addaton,  the  uter  rrvay  interrofate  the  wluiion  by  wpplyini  value*  for  the  independent  vanablet.  The  number  of 
vBJiablei  and  dau  ilte  it  lu^ited  only  by  tbe  available  numory 


ANOVA  (No4  ••■ttablt  oa  Aiah  cvfatte  or  fot  PETj'CSM}  PtIc*;  Sm^nOmtOfHy-fS  DMadt 

In  the  pan  liie  .ANOVA  (attatytit  of  TananctI  procedute  ha*  tnai  bmitcd  to  the  Larle  tBainframe  computeri.  Now 
DYNACOMP  hai  brou«bt  tbe  pover  of  tbq  nei-iod  lo  imal!  ty*tem*  Fof  thote  contenatst  wrth  ANOVA.  tbe  DYNACOMP 
loffware  p4ckt|e  inchidei  the  t-way.  2-wiy  and  N-wa;  ptoccdurei.  Al«i  provided  are  the  Yatei  Z^'^  ficioftal  detifns  For 
tho*e  unFam^iar  wnh  ANOVa,  do  not  wvjrry  The  accompany-ini  documDiiaiion  waj  written  m  a  tutor jal  fatliion  (by  a  pro- 
fr*sar  m  the  *ub)«ci|  and  wrrvet  ai  an  eaceUenl  introduction  to  the  tubjeei.  Accompanyuii  AKO VA  ii  a  support  profram  (or 
building  the  data  base,  tncluded  arc  teveral  coatenieni  fealuiet  mctudint  data  editing,  dektma  and  appendir^, 

BASIC  SOENTinC  SUBROUTtNES,  VohiiBtf  I  apd  2  (Not  ivalRlilt  for  Atari  I 

I5YNAC0MP  11  the  ncluttve  dittribuior  for  the  tofiwate  ieyed  lo  the  popuiat  tr*ti  SA^tC  iCfCSTlFlC  SVUFOun.-^KS. 
t'oAdwei  1  anas  by  f  Ruckdochel  (see  adveniiementt  in  BYTE  mataitne)  Thet*  tubroutinei  hate  been  aiscmakd  accord  mi 
lo  chapter.  Included  wiih  cacb  coUection  is  a  menti  peotrim  wbs;h  lelecit  4nd  demonstrate*  each  iubtoutiDc 

V«)a»t  I 

Didectioci  t\      CItapftTt  2  and  3  -  Data  aitJ  function  ploitiiti:  coeEploi  vxnaMcr  lad  function*. 

CoQcction  n     Chapter  4  -  Eiieii;3«d  matri*  and  tector  operatiotsi. 

CoOKWn  n     Oiaptert  J  and  6  -  Random  number  tencratots  iPoi^ucn.  Gai(t*ian,  etc. J;  leria  appnxisaiions 
I»nce  per  coOection:     SI4  M  Cauene/llt  9!  Ditkttie 
Ail  Shret  eolktiioflt  arr  aiailtbk  for  JJ«.9J  nhrtt  (attcttnl  and  U^.fi  (ihret  diideiiMl 

Volaw  1 

Collection  «1      Chaplet  1  -  Linear.  polynoRtial,  muitidimeniional,  pirametrK  kail  t4]uatti. 

Collection  rl     Chapter  2  -  Senet  approiimarion  technxiuei  leconomiiation,  invenion,  rtvcriton.  *hifliP|.  etc.). 

Collection  fi      Cbaptrr  )  -  Functional  appiijijmatlont  by  iteralKm  and  reEiutikon. 

CoOrctton  **     Chairier  a  .  CORDIC  approxunation*  to  trwanomcinc.  hypeilwlic.  exponential  and  logattthmH 
funetioni. 

Collection  *J.    Chapter  3  -  TaWe  mierpolacron.  differentiaiwfi  a  ad  lotexntion  (Nekton,  LaGranie,  tpLiwtj 

CoEkcuon  «b     Chapter  »  -  Mrtbcdt  for  frndoif  tJ^e  real  rooct  of  fonctioci 

Coiksftjon  ff      Cltapur  *  ^  Methods  for  fintfievt  ittt  complex  roou  of  FuiKtions. 

Collection  n.    Cliapier  I  -  Opiimi±Kion  bi  ucicra!  deacent. 
Pncf  per  coUeclion     II4-9S  Cattcne/jll.ti  Dnkcitc 
All  et$ht  collection*  are  available  for  SW.9S  tetfhi  catteitetl  and  ll».*5  (eqhi  ilitkeitevi 

Secauie  Ihe  lejtu  are  a  v^ul  patt  of  the  docuTnentihon,  gASlC SClE.VTlf/C SVBROVl'tMs.  I'oAimw  I  gitdltn  avaiiaMa 
ftom  DYNACOMP 

a  ASIC  SCIENTIFIC  SUBROUTINES,  Vo4  I  DIV  ;>afei|:  tl9,9S  -  TS<  potlafe 
BASIC  SCIESTIFIC  SUBROUTINES,  Vol  1  fNO  pa«cs|  »2J  9J  .  tl.»  pofta«e 

See  reviews  m  klLOBAl'D  and  Pr   Oobbt 

SOFTNETfAppltll  aK.  dkkrtta<Hil7>  PrktSin.H 

SOFTNET  may  be  used  to  create  modeis  of  Liquid  pipcimc  lyslcm*  to  evaiiatjc  Lteif  flOTr  perforsUDcc.  Up  to  I »  nodes  wiUi 
up  to  150  coflMcuf*  eJemenis  aay  be  sanidaied,  and  modeU  luy  be  coffibiied  tu  form  y«  larfer  tnodeli  If  yot  are  uiTOlttd 
in  water  datnbution  lytlem*.  chemical  fluid  tkrv  proekmi,  buddmf  phimbiQi.  or  iimilar  tuuauon*,  thu  it  an  ideal  ana^-ju 
tool. 

ACn  VE  ORCU  ITANALYSIS(ACAP)(«KAppIei}Bly>  mttsmn  Ca..en«/J29.M  Diikett* 

ACAP  ij  the  anaJo(  citcuit  desvnrt's  an*wfr  to  LOGIC  SIMULATOR.  With  ACAP  you  may  analyie  the  reipmseof  an  ac. 
tike  or  paiijvr  k'omportent  ctrtuif  (e  ».,  a  itantutor  amplifier,  band  pau  filter,  etc.).  The  ctrcuti  may  be  probed  at  rquai  itept  in 
frequency,  and  the  teiultin I  comple*  [i.e  ,  real  and  maamarylvoltaiet  ateach  compoaent  juncture  ciam^rved.  Br  plotimf  tbe 
ffiaimtude  of  tbete  iiohaiei,  the  ftrquency  re*ponK  of  a  filter  or  ampUfiet  may  be  compkiely  deietmitied  with  re*pect  to  boiJ^ 
amplitude  and  phaie  In  addition,  ACAP  pruits  a  tiaiwtjtal  analym  of  tbe  raaie  oF  voltage  retpoetiei  whtfi  rctult  from 
Ii«eran«  ^anatKhnt  in  the  componeati.  ACAP  11  Hsr  to  Jeam  and  uic.  Smiply  deaCflbc  the  cucujt  in  t*rrat  of  theeleneAta  aAd 
(hetf  placemeBt,  and  eaecute  Circun  detcnpt™*  nay  be  tav  ed  onto  caueite  otdttkenetobetecalledataliiBriuneforeMCu. 
ttOn  or  edvMf.  ACAP  tbould  be  part  of  every  (ircun  deujner's  proiram  hbtati . 

LOGIC  SIMULATOR  <Ap^  oaty;  4SK  RAM)  nkt:  tun  C-tte/ia.M  Dtakem 

*itb  LOGIC  SIMULATOR  you  may  eatily  test  jour  complKated  difital  lofic  deaifn  wflh  tetpeet  to  itvcn  letof  inpuu  to 
determine  ho»  mtU  the  tireuii  wiU  oj>e™ic.  The  ekmenti  which  may  be  umulaied  include  muluple  input  AND.  OR,  SCR, 
EXOR.  EXNOR  and  NAND  |itei,  as  -eJl  a*  inverter*.  J-K  and  D  fbp  flops,  and  one-ihocj  The  retpome  of  ihe  *yiirm  ii 
available  every  floct  cycle.  Input*  may  be  clocked  m  with  varymt  clock  cycle  koiihs/dltptacemeflii  and  delayi  taay  be  intro- 
duced Id  probe  for  iljiche*  and  race  condition*  At  (he  utet'i  option,  a  limtnj  diattam  for  any  (iveu  set  of  nodes  may  be  plai- 
ted Miajn;  HIRES  (raphK)  Save  your  breadboaidmi  anlil  the  ctt^uit  11  checked  fry  LOGIC  SIMULATOR. 

NUMBERJtRL NCHER  (TRS^  owi,)  m„,  ^f  fJ  Caaartae /I73.«  DWaf. 

Thu  profram  »  th*  mcut  compkie  nujiieTKal  tnaiytit  syttem  available  for  tbe  TR5-V  It  can  hatidk  up  to  2Ji  data  set*  t*ih 
set  ha*m(  a  six  chaiactcr  name  It  include*  compkle  data  cdiiini  facilnte*  andconveru^t  data  input-  output  capability    Tbe 

analyse*  avajtibJe  ate  multiple  !i«e.r  Tetre*MM  and  correlation  detemaaaijqp  of  rttjduals.  data  iTantformauiMii  and  eitentive 
fraphKt  lencrxLon.  mcludint  aiit  naimni,  and  Tioee    The  *uppoettn(  documentation  *  ettrctneiy  weil  wrttien  and  *ell 

Mf aimed,  and  Licluie*  appendicet  which  dcKribe  the  numerical  prtj«durr*  uied  m  the  projram 


ST  A  TSORT  (TRS-W  oolj ) 
STATSORT  conmti  of  ^t^ 
files,  Imichi 


Frtre;  W».»  CaaHtte;  MJ.M  Dbkette 
to  create  f build,  edit,  mertel,  format  and  print 


venu  selected  ptofTami  which  alow  the  us 

.,  field,  and  numerKally  analyte(maaimum,  m.-.,...*,^ ,.,c,  ,^,Mu,ut.  siantu 

tabulated  data   STATSORT  11  well  documented  aAd  cwy  to  ut«  The  cauelie  vfr*Bn  can  alio  be  employed  to 
itpc  whxh  can  be  teaJ  br  the  Radio  Shack  AdvtKed  Statistical  Pickate 

STATTEST  CTRS^  «!,>  rr*«,  i».tf  Ca-ane.Ju.M  DUse... 

Tlin  11  a  *tabH.cal  inference  p*:kaiewSw;h  beJp*yc«  make  •«*  d«at«ni  m  the  face  of  unctrtamty  tn  an  lairrafflve  faihion 
JOU  can  thiild  and  ecu  data  file*  and  .etr  the  d.fferrn,;**  in  mean*.  vari««*  and  proport«o*  ST  ATTEST  will  .Ua  perform 
dau  analyHi  at  weil  ai  do  linear  correlation  and  re»lT»s«n  Thit  memi directed  stauHjcal  -orkhorie  It  rounded  o«>i  wflh  a  Chi 
Miuarc  cotitmiaicy  tctt  and  a  (uniform  and  nannali  random  tampit  iemrator.  The  dcpcumenuthon  11  wnnen  by  a  coUcf  e  pto- 


fetsor  who  luidei  ycu  throu|h  tJ 


J 


ABOUT  DYNACOMP 


DVSACO.MP  tt  1  kadtnf  sJiMnlwior  ofHiuJI  lyjttm  wflwa/e  wtih  *alc*  ip«nntn(  ihe  work]  fcurrently  tn  irtcevt 
of  JO  ;OLtiineij,  Dunnf  the  pan  three  yean  *e  have  ,fe*ily  enlarged  thr  0VN,^COMP  product  line,  but  have 

mainiititetl  and  improved  our  h«h  level  of  qualny  and  cuiiotrtef  Support.  T^cachwvefnem  in  qu.%  ij appaicni 
Ffotn  our  matij  repeal  cuiiomers  and  the  wffwarc  ,evie*s  ifi  such  pubLicaiiani  jj  COMPUTRONiCS  SO  Sofl- 
ware  Cftiique  ANA  L,0,G..  Softaik.  CrMt.ve  Cortiputing  ar!d  KilobauJ  DYNACOMP  software  has  ako 
&ren  chown  for  detn  art  it  ration  on  network  leie^ition  Out  tuitomer  vupport  n  n  ctOK  i 
a  I  way  i  frmtdly    TTif  i,lafr  it  highly  iramed  ard  a]wa\y  willing  to  diKuss  pr^KJu 


your  phane.  tt  1 
r  live  J  J  vice 


48 


COMPUTE! 


March,  1982  Issue  22 


doors,  and  general  house  c(Hidition  each  of  which 
ranges  from  0  to  .02  in  steps  of  .01  ranging  from  a 
light  fit  (0)  to  draft\  (lines  250-120). 

Annual  savings  from  sU)rni  windows  are  calcu- 
lated from  the  prodtict  of  the  single  glass  area,  the 
factor  0.05  and  the  fuel  index.  The  annual  savings 
from  adding  ceiling  insulation  is  conipuU'd  from 
the  product  of  the  ceiling  savings  index  (X-I),  the 
first  floor  area,  and  the  fuel  inclex  (line  470).  The 
ceiling  savings  index  is  calculated  as  the  diftercnce 
between  the  conduction  factor  between  the  recom- 
mended ceiling  insulation  and  the  existing  ceiling 
instilation.  The  conduction  lat  tor  subroutine  is 
located  between  lines  828  and  920.  The  recom- 
mended t  eiling  insulation  is  calculated  in  lines  150- 
460  and  is  only  a  function  ol  the  heating  zone, 
thereby  undeiestimatinng  the  savings  accrued  due 
to  reducitTg  air  conditioning  cost.  14ie  annual 
savings  (rom  floor  insulation  are  calculated  (lines 
625-630)  by  the  product  of  the  floor  factor  (J),  the 
floor  savings  index,  the  floor  atea,  and  the  fuel 
index. 

References 

.4  Hon,  1977:  li  o  mr  Enffij^y  Sa  i  'c  r\  Wo  Monk ,  FEA  il)-77fn7,  L'.  S . 
(invnitwcfit  Priutiiii^Offin',  WashitiiffotL  l)(\ 


Table  1. 

Items  needed  for  Knergy  Workbook  aieas  follows: 

1 )  state 

2)  city 

3)  Heating  fuel  cost  (e.g.  .37  cents/cu.  ft.) 

4)  Cooling  fiiel  cost  (e.g.  5.14  cents/RWH) 

5)  Sqtiare  ft.  of  single  glass  windows  in  hottse 
(>)  Annual  heating  fuel  cost 

7)  Anrnial  cooling  I  uel  cost 

8)  C-heck  leakage  around  windows  and  doors 
with  candle  or  cigarette 

0)  Floor  area  of  house  -  sq.  ft. 
10)  (Veiling  R  value,  use  following  table: 


R- Values  for  Various  Thickrte,M  of  ln<tub(inn 


BATTSUR  R 

.ANkETS 

1XXJ5F-F1U..»'<JLRHMNV 

fl£r 

rcKk 

S£r 

rt>ck 

ctllulosic 

wool 

WlKl^l 

fiber 

R-]] 

IWA" 

3" 

5  ■ 

i" 

R-n 

R.13 

4" 

Vi" 

fi" 

4'i" 

J'l" 

R-13 

R.|!» 

6".*'^" 

5'.*" 

H-.9-* 

6"-r» 

R^tS 

R  22 

6't" 

6" 

lo- 

7"-g" 

6" 

R.22 

R.i6 

8" 

NT 

ir- 

9" 

T'-V-t" 

R-2€ 

R-:ifl 

9'/i-M0lj" 

3" 

|3".N" 

lOMI" 

ft.30 

R.S3 

11" 

10" 

15" 

n-M2" 

R-33 

«.-*K 

j,„  ,3,. 

lO'V 

17"-I8" 

13     14" 

ii>"-n" 

R-33 

1  1)  First  floor  area  —  st|.  ft. 
\2)  Floor  R  value  irbasement  is  unhealed  or 
house  on  pillars. 


Program  1:  Microsoft  Version  (Apple,  OSI,  PET) 

1  REM  ENERGY  WORKBOOK  IS  BASED  ON  FEA/D-77/117»  APRIL  1977 

2  L=96JREM  DAUID  PITTS  16011  STONEHAVEN  DR.  HOUSTON  TX  77059 

T3  F0RI  =  1T025 ; PRINT  J  NEXT  t : X PRINTTAB ( 25 ) ? "ENERGY  WORKBOOK" : PRINT : PRINT  J  PRINT  t  PRJN 
-«»  PRINT"ITEMS  NEEDED  FOR  ENERGY  WORKBOOK"  {PRINT  J  PRINT"  1 )  STATE"  tPRINT"2)  CITY" 
5  PRINT"3)  HEATING  FUEL  COST  (E.G.  .37  CENTS/CU  FT)" 
COOLING  FUEL  COST  (E.G.  5.1-^  CENTS/KWH)" 
SQUARE  FT  OF  SINGLE  GLASS  WINDOWS  IN  HOUSE" 
ANNUAL  HEATING  AND  COOLING  FUEL  COST" 

CHECK  FOR  LEAKAGE  AROUND  WINDOWS  AND  DOORS  WITH  CANDLE" 
FLOOR  AREA  OF  HOUSE  ~  SQ  FT' 


6  PRINT"'^) 

7  PRINT"5) 

8  PRINT"7) 

9  PRINT"8) 
PRINT"9) 


10 
11 
12 
13 


PRINT" 10)  CEILING  R  VALUE  -  USE  TABLE  PROVIDED  WITH  INSTRUCTIONS" 

PRINT"11>  FIRST  FLOOR  AREA  -  SQ  FT" 

PRINT" 12)  FLOOR  R  VALUE  IF  BASEMENT  IS  UNHEATED  OR  HOUSE  IS  ON  PILLARS' 

PRINT:PRINTtPRINTJINPUT"STATE(OON'T  ABBREVIATE) " ;B*tFORI=lTOL:READC» 
15  IFLEFT»<B»,7)=LEFTt(C$,7>THENB*==C»JREADD« 
20  NEXTIFORI=lTO^;B*<I)="":NEXTtI=i:Y=LEN<D«):J=l 
25  X=ASC ( MID$ <D» , 1 , 1 ) ) t IFX=32THEN^5 
30  B»<J)=B»(J)+CHR$(X):GDT055 
^5  I=I+1:X(J)=VAL(MID*(D*,I»1))JI=I+2:Y(J)=VAL(MID»<D*,I,1)) 

47  1=1+1 1J=J+1 

55  IFI<YTHENI=I+1:G0T025 

58  J»J-1:PRINT: PRINT J  PRINT tFORI=lTOJ 

AO    PRINTTABdS)  :I:TAB(20)  ;B»(1)  }TAB(35)  JB^JNEXT 

ts   PR^TlpRINTtiNPUT "CHOOSE    ♦   FOR   NEAREST    CITY"  JI:H=X(I)  tC-Yd)  IREM   ZONES 

80    X«1JFORI=1T05:IFC=ITHEN90 

v/^Y_  25*  NEXT 

HC»xixa0:FORI=0TOS!IFH=ITHEN100:HF  &  CF  ARE  HEAT  &  COOL  FACTORS 

X*X+.5tNEXT 
HF=X I print: PRINT 


85 
90 
95 
100 


110  fori=ito8:readb«,fh(1),fc(I):printspc(15)ji;b»:next 
115  print: print :input"Choose  *  for  heating  fuel"JJ 


The  Most  Spectacular  Extravaganza  Ever. . . 

For  Apple  Users 


At  Appiefest  '82  hundreds  of  manufacturers, 
distributors  and  dealers  will  showcase  the  entire 
spectrum  of  Apple-compatible  products  including 
computers,  components,  peripherals,  plug-in  cards, 
publications,  gifts,  magazines,  services,  accessories 
and  software  for  home,  office  and  school 
Hands-on  centers  and  multimedia  presentations  will 
demonstrate  the  newest  applications  for  business, 
education  and  entertainment. 
Seminars  and  workshops,  conducted  by  the  worid's 
leading  Apple  authorities,  will  detail  new  uses  to 
make  your  Apple  more  enjoyable  and  more  useful 
than  you  ever  imagined. 

You'll  meet  thousands  of  other  Apple  owners  and  find 
the  newest  of  everything  for  your  Apple  under  one 
roof ...  and  for  sale  at  super  show  prices. 
So  if  you  use  an  Apple ...  or  are  thinking  about 
buying  one,  you  won't  want  to  miss  a  minute  of 
Appiefest  '82. 

Ticket  8.  Hotel  Information 
Send  your  check  and  a  note  indicating  the  specific 
show  you  wish  to  attend.  Tickets  and  hotel 
information  will  be  mailed  back  to  you.  Tickets  can 
also  be  purchased  at  the  show.  Make  all  checks 
payable  to  Northeast  Expositions  Inc.  824  Boylston 
Street,  Chestnut  Hill,  Mass.  02167  Tel:  61 7  739  2000. 


Applefest/Boston 

Fri-Sun  May  14-16, 1982 

Hynes  Auditorium 

Show  Hours:  1 1  AM  to  6PM  Daily 

Admission:  S 6  per  day  or  Sl0for2days, 

SIS  for 3  days 

Applefest/Chicago 

Fri-SunNov5-7J982 

Ariington  Park  Racetrack/Exposition  Center 

Arlington  Heights,  III 

Show  Hours:  ]FM  to  10PM  Daily 

Admission:  $5  per  day  or  $8  for  2  days,  Sl2for3days 

Applefest/Houston 

Fri-Sun  Nov  19-21, 1982 

Albert  Thomas  Convention  Center 

Show  Hours:  1 PM  to  1 0PM  Daily 

Admission:  $5  per  day  or  S8  for  2  days,  $  1 2  for  3  days 

App(efest/San  Francisco 

Fri-Sun  Dec  3-5, 1982 

Moscone  Center 

Show  Hours:  1PM  to  10PM  Daily 

Admission:  $5  per  day  or  $8  for  2  days,  S 1 2  for  3  days 


.Appiefest  IS  produced  by  Noftheasr  Expositions  Inc.  and  is  sanctioned  by  Apple 

CofTipuief  \nc  and  The  Boston  Computer  Socreiy 

Apple  ana  Appfefest  ^!q  registered  tfr^de  and  service  marks  of  Apple  Computer  fnc 


50  COMPUTil  March,  1982.  Issue  22 


120  input-cost  per  unit  for  heating 

125  hi=S)icfh(J)xhf:reh  heat  index 

126  print  j  print  :input'thoose  *  for  cooling  fuel'*;  j 

127  input"cost  per  unit  for  cooling  fuel ( cents) " j s :s-s/100 
130  ci=sxfc<j)«hc:fi=hi+ci:rem  cool  and  fuel  index 

135  print: print  J  print: PRINT 

1^5  PRINT-INPUT  *  OF  SQUARE  FT  OF  SINGLE  GLASS  WINDOWS,  DO  NOT" 

150  INPUT"COUNT  STORM  WINDOWS  OR  SLIDING  GLASS  DOORS'*  fX 

170  X=INT(X«1003kFI«*65)/100 

175  PRINT"ANNUAL  SAVINGS  DUE  TO  STORM  WINDOWS^  *'*  J  X tX= ♦OS tGOSUBSOO 

180  PRINT :PRINT"IS  HEATING  FUEL  USED  FOR  OTHER  PURPOSES,  E»G*  COOKING  '*  f 

190  INPUTB*:iFASC(B$)=78THENX=l 

200  INPUT"ANNUAL  HEATING  FUEL  COST  ( DOLLARS)  •' JHS:HS=HS«X: PRINTtPRINTJX^* 6 

210  PRINT^'IS  COOLING  FUEL  USED  FOR  OTHER  PURPOSES,  E*G*  LIGHTING"; 

220  INPUTB$:iFASC(B$)=78THENX=l 

230  input"annual  cooling  fuel  cost  (dollars) "  ;cs :  cs===cbxx 

2^0  print:print:y==*05:fori=ito3:ifi==hthen2^7 

245  y=y-  ♦  0 1 :  next  i  ifh^'^theny^  ♦  o  25 

2^6  ifh=5theny=*02 

2-^7  gosubboo 

250  print'*the  following  section  evaluates  the  savings  obtained  by  turning" 

255  print^the  thermostat  down  in  winter  or  up  in  summer  from  the  setting" 

256  print"you  hame  been  using *" :print : print :print"heating'»  tprint 
260  input"degrees  turned  down  during  day" ; x ts^intc 100«yxhsxx>/100 

265  print-'savings  =$" js : print"additional  degrees  turned  down  during  night"; 
270  inputx:i^int(ioo»cy«hsxx«*3)/ioo:print"savings=$";i 

280  s=s+i:print'*annual  total  heating  savings  =$'^;s:print:print"COOLING":print 
285  input"degrees  thermostat  turned  up  during  cooling" ;x 

290  I=INT(100)kCSxXx*02)/100:PRINT"SAVINGS  =$*'JI 

300  print:print"Total  annual  savings  =*";s+i:gosub8oo 

310  print: PRINT :PRINT"ANNUAL  savings  from  caulking  AND  WEATHERSTRIPPING" 

315  PRINT"CHECK  DRAFTS  HOLDING  CANDLE  NEAR  CRACK  ON  WINDY  DAY" 

320  PRINT"CH00SE  ONE  OF  FOLLOWING" :PRINT"      1)  WINDOWS  WITH  GOOD  FIT" 

340  PRINT"      2)  SOME  LEAKAGE" :PRINT"      3)  RATHER  DRAFTY" 

350  INPUTY: PRINT :PRINT"CH00SE  one  of  FOLLOWING" :PRINT"      1)  DOORS  FIT  GOOD*' 

360  PRINT"      2)  SOME  LEAKAGE" :PRINT"      3)  DRAFTY" tINPUTI 

370  PRINT:PRINT:PRINT"CHQ0SE  one  of  FOLLOWING": PRINT 

380  PRINT"      1)  CAULKING  AND  WEATHERSTRIPPING  GOOD":PRINT"      2)  NEEDREPAIR' 

390  PRINT"      3)  NO  CAULKING  OR  WEATHERSTRIPPING" : INPUTS 

400  INPUT"FLOOR  AREA  OF  HOUSE  -  SQ  FT";X 

410  X=Xx(Y+I+S"3)/100«FI:X=INT(X«100>/100:PRINT 

420  PRINT"ANNUAL  SAVINGS  FOR  CAULKING  AND  WEATHERSTRIPPING=  *" ; XJGOSUBBOO 

440  print: print: PRINT" ANNUAL  SAVINGS  FROM  CEILING  INSULATION" : PRINT  I  PRINT 

450  Y=3B:INPUT"CEILING  R  VALUE" ;x:ifh<3Theny=26 

455  IFH==3THENY=30 

460  IFH=-^THENY=33 

465  INPUT"FIRST  FLOOR  AREA  OF  HOUSE  (SQ  FT)";F 

470  R=Y:GOSUB90  0tI=R:R=X:GOSUB900:X=='R:X=INT<100»(X-I)wF)KFI)/100 

475  IFX<OTHENX=0 

480  PRINT"ANNUAL  SAVINGS  BY  BRINGING  CEILING  R  UP  T0";Y;"  =  *'*  ;x:GOSUB800 
0  INPUT"IS  the  HOUSE  ON  PILLARS  OR  HAVE  AN  UNHEATED  BASEMENT" JB$ 
IFASCCB$)=78THEN799 
;:,60  PRINT"CHOOSE  FOUNDATION  FACTOR  FROM  LIST  BELOW":  PRINT 
565  PRINT"    FACTOR       FOUNDATION  CHARACTERISTICS" : PRINT 
570  PRINT"      0*5  BUILDING  WITH  TIGHT  CRAWL  SPACE" 
580  PRINT"      0*5  BUILDING  WITH  TIGHT  BASEMENT  (UNHEATED)" 
590  PRINT"      0*8  STONE  WALL  BASEMENT  (UNHEATED)" 

600  PRINT"      0*8  2  FT  OR  MORE  OF  BASEMENT  WALL  EXPOSED  (UNHEATED)" 
610  PRINT"      0*B  CRAWL  SPACE  SKIRTED" 

620  PRINT"      1*0  BUILDING  ON  PILLARS  WITH  NO  SKIRTS" 
625  PRINT :iNPUT"FLOOR  FACTOR  FROM  ABOVE  TABLE" J  J 
627  Y=li:iFH>lTHENY-=13:iFH>2THENY=19:iFH>3THENY=22 

628  r^y:gosub9oo;q-r:input'»current  r  factor  for  floor";r 


55d 


LETTER  PERFECT 


ATARI  400/800 


APPLE 


^    K  ~~  ^^^^^^  Perfect  is  a  single  load  easy  to  use  program.  It  is  a  menu  driven,  character  orientated  processor 

With  the  user  in  nnind.  FAST  machine  language  operation,  ability  to  send  control  codes  within  the  body  of  the  program 
mnemonics  that  make  sense,  and  a  full  printed  page  of  buffer  space  for  text  editing  are  but  a  few  features.  Screen  Format 
allows  you  to  preview  printed  text.  Indented  margins  are  allowed.  Data  Base  Merge  with  DATA  PERFECT  by  UK,  form 
letters,  accounting  files  and  mailing  labels  only  with  MAIL  MERGE/UTILITY  by  UK,  FEATURES  -  Proportional/ 
Incremental  spacing  *  Right  Justification  *  File  Merging  '  Block  movement  *  Headers  *  Footers  *  Print  Multiple  Copies  * 
Auto  Page  Numbering  *  Scroll  forward/backward  *  Search  and  Replaces  *  Full  cursor  control  *  Underlining  *  Boldface  * 
Superscripts  *  Subscripts  *  Auto  page  numbering  *  fnsert  character/line  *  Delete  character/line  *  Centering  *  Horizontal 
tabs/changeable  *  Multifunction  format  line  (line  spacing  -  left  margin  -  page  width  -  lines/page  -  change  fonts  -  top/ 
hot  margin  adjust)  MUCH  MORE!    $149.95 

ATARI  VERSiOM  2,0  #2001 

Uses  proportional  font,  right  justified  wittt  Atari  825  Centronics*  737,  739  printers.  Uses  EPSON  MX'  Series  -h  Graflrax 
staticized  font.  Can  mix  type  fonts  on  sanrie  page:  mix  boldface  and  enfianced  font  in  same  line  with  justification  Can  be  used 
with  16K  Atari/ 400. 

"Compared  to  the  price  of  many  other  word  processors,  this  package  is  a  steal.  It  does  everything  the  advertisement 
claims  and  more.  On  top  of  this  the  software  is  very  easy  to  use."  A.N.A.L.O.G.  MAGAZINE 

APPLE  VERSION  5.0  #1001 

DOS  3.3  compatible  -  Use  40  or  80  column  interchangeably  (Smarterm  -  ALS;  Videoterm-Videx;  Full  View  80  -  Bit  3 
Inc.;  Vtsion  80  -  Vista;  Sup-R-Term  -  M&R  EntJ  Reconfigurable  at  any  time  for  different  video,  printer,  or  interface. 
USE  HAYES  MICROMODEM  M*LCA  necessary  if  no  80  column  board,  need  at  least  24  K  of  memory.  Files  saved  as 
either  Text  or  Binary.  Shift  key  modification  allowed-  Data  Base  Merge  compatible  with  DATA  PERFECT*  by  UK. 

'Tor  $150,  Letter  Perfect  offers  the  type  of  software  that  can  provide  quality  word  processing  on  inexpensive  micro- 
computer systems  at  a  competitive  price."  INFOWORLD 

Ar^r.,  r^o     . -.  .  r. .  INTRODUCTORY 

APPLE  &  ATARI  PRICE 

DATA  BASE  MANAGEMENT  $99.95 

Complete  Data  Base  System.  User  orientated  for  easy  and  fast  operation.  100%  Assembly  language.  Easy  to  use.  You  may 
create  your  own  screen  mask  for  your  needs.  Searches  and  Sorts  allowed,  Configurable  to  use  with  any  of  the  80  column 
boards  of  Letter  Perfect  word  processing,  or  use  40  column  Apple  video.  Lower  case  supported  in  40  column  video. 
Utifity  enables  user  to  convert  standard  files  to  Data  Perfect  format.  Complete  report  generation  capability.  Much  More! 

EDIT  6502^^^^^ 


DATA  PERFECT 


T.M.  LJK 


This  is  a  coresident  -  two  pass  ASSEMBLER  DIS- 
ASSEMBLER. TEXT  EDITOR,  and  MACHINE  LANGU- 
AGE MONITOR.  Editing  is  both  character  and  line 
oriented.  Disassemblies  create  editable  source  files  with 
ability  to  use  predefined  labels.  Complete  control  with  41 
commands,  5  disassembly  modes,  24  monitor  commands 
including  step,  trace,  and  read/write  disk.  Twenty  pseudo 
opcodes,  allows  linked  assemblies,  software  stacking 
(single  and  multiple  page)  plus  complete  printer  controL 
i.e.  paganation,  titles  and  tab  setting.  User  can  move 
source,  object  and  symbol  table  anywhere  in  memory. 
Feel  as  if  you  never  left  the  environment  of  BASIC,  Use 
any  of  the  80  column  boards  as  supported  by  LETTER 
PERFECT,  Lower  Case  optional  with  LCG. 


$29  95 
MAIL  MERGE/UTILITY  ATARI 

This  menu  driven  program  combined  with  LETTER 
PERFECT  allows  user  to  generate  form  letters  and  print 
mailing  labels.  With  the  Atari,  you  may  CONVERT 
ATARI  DOS  FILES,  or  Vistcalc  files  compatible  for 
editing  with  LETTER  PERFECT,  Utility  creates  Data 
Base  files  for  Letter  Perfect. 


LOWER  CASE  CHARACTER 
GENERATOR 


$24.95 


LJK  DISK  UTILITY 


APPLE  329.95 


.a^^^m^^ 


i^i^ii^ 


This  menu  driven  program  allows  the  user  to  manipulate  a 
variety  of  different  file  types.  Binary,  Text,  and  Source 
files  may  be  easily  converted  into  each  other.  The  pro- 
gram may  be  used  with  APPLESOFT*,  VISCALC*,  and 
other  programs.  These  program  files  may  be  readily 
adapted  for  multiple  use  including  editing  with  LETTER 
PERFECT  word  processings. 


Lower  Case  Character  Generator  for  the  Rev.  7,  Apple  If 
or  11+  computers.  When  installed,  this  Eprom  will  generate 
lower  case  characters  to  the  video  screen.  Lower  case 
characters  set  has  two  dot  true  descenders.  Installation 
instruction  included.  Manual  includes  listing  of  software 
for  full  support  and  complete  instructions  for  shift  key 
modification.  Compatible  with  LETTER  PERFECT. 


LJK  ENTERPRISES  INC. 

P.O.  Box  10827 

St.  Louis,  MO  63129 


DEALER 

INQUIRES 

INVITED 


52  COMPUTf!  March,  1982.  Issue  22 

630  GOSUB90  0  J  X=Jx(R-Q)3i«F«Fi:  PRINT t  print: X'=INT(XxlOO)/100:iFX<OTHENX«:0 
6^0  PRINT" ANNUAL  SAVINGS  BY  INCREASING  FLOOR  R  VALUE  TO  "?YJ"  =*'*;X 
6^5    GOSUB800 
799  restore: print: PRINT IGOSU&eOO: print: PRINT JL==96 J GOTOl^ 

80  0  PRINT"========^=========  =============^========^=============="==========="========='' 

801  RETURN 

828  r=y:gosub90o:i=r 

899  reh  conduction  factor  subroutine 

90  0  IFR<11THEN92  0 

901  IFR<12THENR=* 077: RETURN 

902  IFR<15THENR=t066:RETURN 

903  IFR<20THENR=*0-^8:RETURN 
90^  IFR<2^THENR=*0^2:RETURN 

905  IFR<28THENR=«036:RETURN 

906  IFRO^THENR-*  031 :  RETURN 
910  R=*025:RETURN 

920  R=*5~*0385xR:RETURN 

10  00  DATACALIFORNIA.LOSANGELES  1  '\    SANFRANCISCO  3  ^  SACRAMENTO  1  3 

1010  DATA  COLORADO, DENVER  3  ^  DURANGO  4  4  ASPEN  4  5 

1020  DATAALABAMA, MONTGOMERY  1  2  BIRMINGHAM  1  3  HUNTSVILLE  2  3 

1030  DATAARIZONA, PHOENIX  1  3  FLAGSTAFF  3  3, CONNECTICUTT, HARTFORD  3  5 

10^0  DATANEW  MEXICO ^ROSWELL  2  3  ALBUQUERQUE  3  3  SANTAFE  3  4 

1050  DATAUTAHrSALTLAKECITY  3  ^  MOAB  4  ^rlDAHO* BOISE  3  5  POCATELLO  4  4 

1070  DATAMONTANAr BILLINGS  4  5, OREGON, PORTLAND  2  5  BAKER  3  5 

1090  DAT AWASHINGTON, SEATTLE  3  5 , NEVADA , RENO  3  3  LASVEGAS  1  3 

1110  DATANORTH  DAKOTA .GRANDFORKS  5  5 , OKLAHOMA , OKLAHOMACITY  2  3 

1120  DATASOUTH  DAKOTA, SIOUXFALLS  4  4  PIERRE  ^  5 

1130  DATANEBRASKArOMAHA  3  4 , KANSAS, WICHITA  2  ^  TOPEKA  3  4 

1160  DATATEXAS, DALLAS  1  3  HOUSTON  1  2  BROWNSVILLE  0  1  AMARILLO  2  3 

1170  DATALOUISIANA,NEWORLEANS  1  2  SHREVEPORT  1  3 

1180  DATAARKANSAS,LITTLEROCK  1  3  FAYETTEVILLE  2  3 

1190  DATAMISSOURI, SPRINGFIELD  2  3  STLOUIS  2  4  KANSASCITY  3  4 

1200  DATAIOWA,DESMOINES  3  4  SIOUXCITY  4  4 , VERMONT ,HONTPELIER  4  5 

1210  DATAMINNESOT A, MINNEAPOLIS  4  5  DULUTH  5  5, NEW  HAMPSHIRE , CONCORD  4  5 

1220  DATAWISCONSIN, MADISON  4  ^  EAUCLAIRE  4  5, RHODE  ISLAND, PROVIDENCE  3  5 

1230  DATAILLINOIS, CHICAGO  3  4  SPRINGFIELD  2  4, VIRGINIA, RICHMOND  2  ^ 

1240  DATAMICHIGAN, DETROIT  3  4  GRANDRAPIDS  4  5  SAULTST*MARIE  5  5 

1270  DATAINDIANA, INDIANAPOLIS  3  4  EVANSVILLE  2  4, WYOMING, CASPER  4  5 

1290  DATATENNESSEE, MEMPHIS  2  3  KNOXVILLE  2  4  CHATTANOOGA  2  3 

1300  DATAMISSISSIPPI, JACKSON  1  2  TUPELO  1  3, KENTUCKY , LOUISVILLE  2  4 

1320  DATAWEST  VIRGINIA , CHARLESTON  3  4, MASSACHUSETTS, BOSTON  3  5 

1330  DATAFLORIDA, MIAMI  0  1  JACKSONVILLE  1  2 , OHIO, COLUMBUS  3  4 

1340  DATAGEORGIA, SAVANNAH  1  3  ATLANTA  2  3, MAINE , PORTLAND  4  5 

1350  DATASOUTH  CAROLINA, CHARLSTON  1  3, NEW  JERSEY, NEWARK  2  4 

1360  DATANORTH  CAROLINA, RALEIGH  2  3  ASHEVILLE  2  4  WILMINGTON  1  3 

1390  DATAPENNSYLVANIA, PITTSBURGH  3  4 , MARYLAND , BALTIMORE  2  4 

1410  DATANEW  YORK,NEWYORK  3  4  ALBANY  4  5 , DELAWARE, WILMINGTON  2  4 

1480  DATAERROR 

1500  DATAOIL/GALLON , 1 , 0 ,NATGAS/CUFT , 120 , 150 ,ELECTRICITY/KWH,30 ,15 

1510  DATAWOOD/CORD,*01,0,LPG/CUFT,50,60,LPG/LBS,6,7,LPG/GALLON,1.3,1*5 

1520  DATACOAL/TON, *  0  06,0 
2000  END 


Program  2. 

Change  these  lines  for  Atari: 

0  DIM  B$(2O).C$<20)..D$(20;'..BBI(4:¥:10::'..B0.  28  b€XT  I-FOR  1=1  TO  4  =  BBL<J)=ti  =  h€KT  M 

14'?  -.w-  ;■?  :•?  "STATE  (LfM'-l  AEBREUIfiTE)"  25  X=ASC( D*C  I .,  I ') >  =  IF  M=32  THhH  45 

;:It*llT  B$:Fi3R  1=1  TO  L  =  REftD  C*  38  ESL(.J>=BBL(.J)+i=BB$((>i >riy+L.:. J-1  v«c 

i^  IF  BK1-7)=C$(1..?";-  THEN  B*<:J  =  READ  Dt-  18+BBLX  J)>CVI<f(K>^GuTO  55 


March.  1982.  Issue  22 


COMPUTE! 


53 


45  1=1+1:  x<  .J  y^^jfix  D$<  I ..  I)  > :  I =1  +2 :  ¥(■ . !  ;>=l.iA 

L(D*<I,D> 

60  F-OKE  85.15  =  ?  I;  ^  POKE  85.26  =  '-  SBfo:!-' 

>:*i e+i .  <  i-i  xne+E-t;'-';:  I  > >.;  =  pl*;e  85. 35 = ?  BJ- 

=r€>::T  I 

65  ?  :?  :?  "CHOijSE  #  FOR  NEAREST  CITY":: 

I  \fui  I :  H=X';:  I  > :  c=v' ;  i  > = rem  znnE:-; 

S  bCKT  I 

96  HC=:>:;:X=9:F0R  1=9  TO  5=  IF  H=  I  Tf€N  im 

:REM  HF  :i:  CF  ARE  HEAT  S:  COOL  FArTDRs 

95  X=X+0.5:f€;<T  I 

119  FOR   1=1    i 0  3 :  READ  Bf.  A..  B  =  FHi'  I  i^A  ■  FCC 

i::>=B:PRim  "  ";I;B*:f€>::T  I 

115  ?  :?   :?  "CHOOSE  #  FCiR  HEATING  FUEKC 

Ehfrs)"j:npuT  S:s=s/i00 

126  ?  :?   :?  "CHOOSE  #  FOR  COOLIfIG  FiJEL"; 
:nPUT  J 

127  ?  "COST  F-ER  UNIT  FOR  COOLIHG  f\BJr£ 
UTS  ::■".;:  I tPUT  S:S=S/10y 

158  ?  "COLIN !  STORM  WINIJORS  m  SLIOIi-*:  GL 
ASS     LOGRS"j:INF-lJT  H 


200  ?  "Ar-flUAl  ^£AT1HG  FUEL  COST  ■:  DOLLARS 

>" ; :  I  [PLIT  H6 :  HS=HSSX  ■■  ?   =  ?  :  K=0  6 

230  ^-  "At-t-liAL  DXiLIr^:  FLIEL  COST  (DOLLAR'S; 

)".::I^PUT  CS:CS=CStK 

245  Y=Y-9.01:KEyT  MF  H=4  THEN  Y=fi  025 

266  ?  "CtGREES  TURNED  DOUH  liJRING  DAY".;: 

INPUT  M:S=INT(18SSY*HS^Kyi0S 

2S5  ■"  "DhbREES  THERhOSTAT  TURNED  UF'  OJRI 

HZ       COOLING'"-.': INPUT  X 

400  ?  "FLOOk  AREA  OF  HOUSE-SQ  FT".i^I}PUT 

450  Y=38:?  "CEILKC  R  'JALUE"  ;  =  IWt  !T  ft;  IF 
H<:3  THEM  Y=26 
4€5  ?  "FIRST  P.OOR  AREA  0>^  HOUSE  ';SQ  FT> 

".i   :  li'PI  I'''    F 

550  ?  "is  THE  mm  OH  PILLARS  OR  HiAUE  A 

H         UNHEATED  BASEf^NT".;  =  INPUT  B$ 

625  ?  :?  "FLOOR  FACTOR  FROM  ABO'.iE  TABLE" 

.1  ■■  ItPUT  J 

628  F:=Y:GOSUB  996:Q=R:?  "CURRENT  R  FACTO 

R  FOR  FLU!jR:";:nfUT  R 


Figure  1.         Sample  Run 

ITEMS  NEEDED  FOR  ENERGY  WORKBOOK 

I)  STATE 
2>  CITY 

3)  HEATING  FUEL  COST  <E,G.  ,37  CENTS/CU  FT) 

^)  COOLING  FUEL  COST  <E,G.  5.1-^  CENTS/KWH) 

5)  SQUARE  FT  OF  SINGLE  GLASS  WINDOWS  IN  HOUSE 

7)  ANNUAL  HEATING  AND  COOLING  FUEL  COST 

8)  CHECK  FOR  LEAKAGE  AROUND  WINDOWS  AND  DOORS  WITH  CANDLE 

9)  FLOOR  AREA  OF  HOUSE  -  SO  FT 

10)  CEILING  R  VALUE  -  USE  TABLE  PROVIDED  WITH  INSTRUCTIONS 

II)  FIRST  FLOOR  AREA  -  SQ  FT 

12)  FLOOR  R  VALUE  IF  BASEMENT  IS  UNHEATED  OR  HOUSE  IS  ON  PILLARS 


STATE (DON'T  ABBREVIATE)?  TEXAS 


1 

DALLAS 

TEXAS 

2 

HOUSTON 

TEXAS 

3 

BROWNSVILLE 

TEXAS 

4 

AMARILLO 

TEXAS 

CHOOSE  ♦  FOR  NEAREST  CITY?  2 


1  OIL/GALLON 

2  NATGAS/CUFT 


COMPUTE!  March.  1982.  Issue  22 


3  ELECTRICITY/KWH 
^  WOOD/CORD 

5  LPG/CUFT 

6  LPG/LBS 

7  LPG/GALLON 

8  COAL/TON 


CHOOSE   *   FOR   HEATING   FUEL?   2 

COST  PER  UNIT  FOR  HEATING  FUEL(CENTS>?  .^5 


CHOOSE  ♦  FOR  COOLING  FUEL?  3 

COST  PER  UNIT  FOR  COOLING  FUEL (CENTS)?  A. 


INPUT   »   OF   SQUARE   FT   OF   SINGLE   GLASS   WINDOWS,    DO   NOT 
COUNT  STORM  WINDOWS  OR  SLIDING  GLASS  DOORS?  190 
ANNUAL  SAVINGS  DUE  TO  STORM  WINDOWS"  ♦  116.7 

___g-_a„3  =  5-j--sEs:-s  =  =  aB=:s!=as=:s3==s=sas;s=  =  ==nsx:=ssssss  =  ss!s:  =  =  a!»KS!iars==^ 

IS  HEATING  FUEL  USED  FOR  OTHER  PURPOSES,  E.G.  COOKING  ?  Y 
ANNUAL  HEATING  FUEL  COST  (DOLLARS)?  175. 

IS  COOLING  FUEL  USED  FOR  OTHER  PURPOSES,  E.G.  LIGHTING?  Y 
ANNUAL  COOLING  FUEL  COST  (DOLLARS)?  BOO. 


THE  FOLLOWING  SECTION  EVALUATES  THE  SAVINGS  OBTAINED  BY  TURNING 
THE  THERMOSTAT  DOWN  IN  WINTER  OR  UP  IN  SUMMER  FROM  THE  SETTING 
YOU  HAVE  BEEN  USING. 


HEATING 

DEGREES  TURNED  DOWN  DURING  DAY?  5 

SAVINGS  =$  37.18 

ADDITIONAL  DEGREES  TURNED  DOWN  DURING  NIGHT?  5 

SAVINGS^*  11.15 

ANNUAL  TOTAL  HEATING  SAVINGS  »♦  ^8.33 

COOLING 

DEGREES  THERMOSTAT  TURNED  UP  DURING  COOLING?  5 
SAVINGS  =♦  ^8 

TOTAL  ANNUAL  SAVINGS  =♦  96.33 

s  s  £  ss;  s  =;ss  ss  s»  &  sss  s;  s  s  s  s  s  :&  ^  s  a:  ss  =:  :5C  ^  :5  a  =  =  s  =5  s  ^  ;c:  =  s  S3 ==  =  ffl  ss  s  as  S3S  B  :r  ;s  BEKSS  s  ss 


ANNUAL  SAVINGS  FROM  CAULKING  AND  WEATHERSTRIPPING 
CHECK  DRAFTS  HOLDING  CANDLE  NEAR  CRACK  ON  WINDY  DAY 
CHOOSE  ONE  OF  FOLLOWING 


March.  1982.tesoe  22  COMMITfi  55 


1)  WINDOWS  WITH  GOOD  FIT 

2>  SOME  LEAKAGE 

3)  RATHER  DRAFTY 
?  2 

CHOOSE  ONE  OF  FOLLOWING 

1)  DOORS  FIT  GOOD 

2)  SOME  LEAKAGE 

3)  DRAFTY 
?  2 


CHOOSE  ONE  OF  FOLLOWING 

1)  CAULKING  AND  WEATHERSTRIPPING  GOOD 

2)  NEEDREFAIR 

3)  NO  CAULKING  OR  WEATHERSTRIPPING 
?  2 

FLOOR  AREA  OF  HOUSE  -  SQ  FT?  2000 

ANNUAL  SAVINGS  FOR  CAULKING  AND  WEATHERSTRIPPING-  *  56.7 

ANNUAL  SAVINGS  FROM  CEILING  INSULATION 

CEILING  R  VALUE?  19 

FIRST  FLOOR  AREA  OF  HOUSE  (SQ  FT)?  2000 

ANNUAL  SAVINGS  BY  BRINGING  CEILING  R  UP  TO  26   »  ♦  22.68 

IS  THE  HOUSE  ON  PILLARS  OR  HAVE  AN  UNHEATED  BASEMENT*?  Y 
CHOOSE  FOUNDATION  FACTOR  FROM  LIST  BELOW 

FACTOR       FOUNDATION  CHARACTERISTICS 

0.5  BUILDING  WITH  TIGHT  CRAWL  SPACE 

0.5  BUILDING  WITH  TIGHT  BASEMENT  (UNHEATED) 

0.8  STONE  WALL  BASEMENT  (UNHEATED) 

0.8  2  FT  OR  MORE  OF  BASEMENT  WALL  EXPOSED  (UNHEATED) 

0.8  CRAWL  SPACE  SKIRTED 

1.0  BUILDING  ON  PILLARS  WITH  NO  SKIRTS 

FLOOR  FACTOR  FROM  ABOVE  TABLE?  1. 
CURRENT  R  FACTOR  FOR  FLOOR?  7 

ANNUAL  SAVINGS  BY  INCREASING  FLOOR  R  VALUE  TO   11   =»  290.11 

-sBsssasaB»»8S8Ra!BBaa==s:aBssaaci=aiaia:aaasss58«=o!SB»iBi=oB:saaa3aB!agaa=a!asBaiDmKa»a»»«» 


Dealers  -  Reserve  your  copies  of 

COMPUTEi's  first  Atari  and  PET/CBM  bool<s 

today.  Call  919-275-9809  for  orderir^g  information. 


56 


COMPUTEI 


March,  1982.  Issue  22 


IWo  Short 
Programs  Of 
CM  For 
Teaching  BASIC 


R.  Hiatt 

Dept,  of  Chemistry 

Brock  University 

St  Cathorinea  Ontario 


While  much  is  written  about,  and  many  programs 
are  produced  for,  CAl  in  diverse  subjects  and 
disciphnes,  there  seems  to  be  very  Httle  about  CAI 
applied  to  learning  about  computation  itself. 

To  be  sure,  the  computer  itself  is  the  best  CAI 
for  individual  self-paced  effort.  But  for  the  class- 
room, demonstration  programs  are  useful  By 
CAI,  however,  I  don't  mean  simple  routines  that 
are  merely  examples,  but  rather,  programs  that 
make  their  point  by  manipulation  and/or  simulation 
of  a  process.  I  venture  to  present  two  examples. 

1.  PEEKPROG  -  A  BASIC  program  that 
PEEKs  itself. 

At  some  point  in  teaching  a  course  in  BASICS 
it  seems  useful  to  PEEK  out  to  the  screen  a  page  or 
so  of  a  program.  This  can  be  in  response  to  a  ques- 
tion as  to  why  conserving  line  numbers  conserves 
memory  space,  or  a  similar  query  suggesting  that  a 
brief  digression  into  actual  program  storage  would 
be  illuminating.  (In  my  experience,  it  is  wise  to 
postpone  any  mention  of  bits,  bytes,  hex  or  ASCII 
until  this  kind  of  curiousity  evinces  itself.) 

While  it's  easy  enough  to  PEEK  out  a  page 
from  immediate  mode,  (for  I  =  2049  to  2304:  Print 
PEEK  (I)  "  ";  NEXT),  and  fill  the  screen  with 
numbers,  this  is  more  astounding  than  useful.  It 
takes  a  trained  eye  to  discern  any  pattern  at  all. 

Program  1  organizes  the  PRINT  PEEK  -  so 
that  each  line  number  starts  off  a  new  line  on  the 
screen.  By  keeping  the  program  short  and  the  line 
numbers  below  256  it  is  possible  to  pseudo  list  the 
whole  program  and  have  the  line  numbers  easily 
recognizable  (Figure  I).  The  line  terminators  can 
be  pointed  out,  as  can  the  linking  bytes  and  the 


program  terminator. 

BASIC  tokens  can  be  mentioned,  and  the 
students  can  practice  their  ASCII  by  reading  the 
REM  statement,  etc. 

The  program  itself  illustrates  READ. ..DATA 
—  partly  because  the  questions  seem  to  arise  about 
the  time  w^eYe  dealing  w^ith  that  subject,  and  partly 
because  it  seemed  an  easy  way  to  control  the  position 
of  carriage  returns  in  the  loop. 

Actually,  this  turned  up  something  about  the 
Apple  that  I  hadn't  realized;  that  is,  each  time  a 
DATA  statement  is  edited,  an  additional  space, 
actually  another  byte  with  value  32,  is  inserted 
betw^een  this  DATA  token  and  the  first  byte  of  the 
data.  This,  of  course,  changes  the  length  of  the 
program  and  the  byte  at  which  a  new  print  line  is 
w^anted.  In  other  words,  the  datum  just  corrected 
has  been  made  erroneous  by  the  process  of  correc- 
tion. The  only  way  out  seems  to  be  to  retype  the 
line. 

2.  READ/RESTORE  -  (Program  2)  is  a  routine 
that  simulates  a  small  portion  of  program  which 
reads  data  into  two  arrays,  one  numeric  and  the 
other  string.  The  displayed  portion  of  the  program, 
(lower  screen.  Figure  2),  consists  of  two  FOR  I  = ... 
READ  A  (I)  ..-,  separated  by  a  RESTORE,  the 
whole  followed  by  a  FOR  I  =  ...READ  A$(I)..- . 
Two  psuedo  cursors  are  employed,  one  flashing 
the  current  value  of  I  at  the  end  of  the  FOR  1  ... 
NEXT  I  loop,  the  other  acting  as  a  data  pointer. 

Action  is  controlled  by  the  instructor,  via  the 
programmed  "invisible  CET";  i.e.  IF  PEEK  -  16384 
<  128  THEN  ... .  The  first  (any)  key  depression 
causes  a  datum  to  be  **READ";  its  index  and  value 
appear  in  the  table.  This  second  key  depression 
moves  the  data  pointer  and  movements  'T'. 

Progression  of  the  program  being  entirely  in 
the  hands  of  the  instructor,  there  is  unlimited  time 
to  point  out  the  salient  features,  to  comment  on 
indices,  the  differences  between  numeric  and 
string  data,  etc.,  and  to  run  the  program  two  or 
three  times  for  emphasis. 

For  Atari  Users... 

Program  3  will  provide  a  dump  of  an  Atari  BASIC 
program,  similar  to  Program  1.  To  merge  it  with 
another  program,  LIST  it  to  tape  or  disk  (w^ith 
LIST'C:"  or  LIST''D:BDUMP"),  load  the  program 
to  be  viewed,  and  then  use  ENTERIC:"  or  ENTER 
"D:BDUMP'\  Start  the  roudne  with  GOTO  20000. 

Program  4  is  called  *'BASIC  in  Action."  It  is  a 
display  of  a  BASIC  program  (the  "Atarized"  version 
of  Figure  1)  as  it  RUNs!  Just  type  it  in  and  RUN  it. 
A  program  will  be  listed  at  the  bottom  of  the  screen 
with  an  arrow  pointing  to  the  first  line.  When  you 
press  a  key,  the  line  will  be  executed.  The  action  of 
the  program,  including  the  DATA  statement  pointer, 


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An  introduction  to  Ht-RES  adventures,  it  is 
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HOCKEY 


From  ArtSci 
The  most  impressive  2-p1ayer  football  game 
we've  seen  for  the  Atari,  Using  five  players 
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A  high-speed  video  action  game  for  2,3,  or  ^ 
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Crab  your  joystick  and  sweat  out  the  touch- 
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sites.  Select  a  more  difficult  site  and  net  more 
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By  Neil  Larimer  from  Adventure  Int. 
A  space  battle  between  your  cruiser  and 
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four  more  levels  available. 

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From  Synapse  Software 

An  excellent  way  to  keep  track  of  that 
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system  lets  you  categorize  them  by  disk,  sub- 
ject or  filename.  Supports  searches  by  name 
or  wild-card  entry.  If  you  have  a  printer, 
DISK  MANAGER  will  print  listings  or  labels, 
too.  Entry  and  updates  are  so  simple  that 
you'll  have  no  excuse  not  to  use  it! 


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58 


COMPUTEI 


March,  1982.  Issue  22 


variables,  strings,  DIMensioning,  and  FORyNEXT 
loops  are  visually  and  audibly  demonstrated. 


Figure  L 


71       8 


53 


83       8 


49 


51 


57 


48       48 


20 

8 

10 

0 

178 

32 

80 

69 

69 

75 

32 

80 

82       79 

2 

65 

77       Q 

27 

8 

20 

0 

135 

65 

0 

41 

8 

30 

8 

40 

0 

129 

73 

208 

50 

48 

52 

57 

193 

65       0 

0 

173 

73 

209 

66 

196 

54 

48 

0 

62       8 

50 

0 

135 

66 

58 

186 

0 

76 

8 

60 

0 

186 

226 

40 

73 

41 

34 

32 

34 

59       0 

70 

0 

130 

73 

0 

89 

8 

80 

0 

128 

0 

115 

8 

100 

0 

131 

32 

50 

50 

51 

50 

44 

50 

48       53 

44 

50 

48 

55 

48 

44 

50 

48 

55 

55 

0       141 

110 

0 

131 

32 

50 

48 

57 

49 

44 

50 

49       48 

44 

50 

49 

49 

50 

44 

50 

49 

50 

54 

0       167 

120 

0 

131 

32 

50 

49 

51 

51 

44 

50 

49       51 

44 

50 

49 

54 

53 

44 

50 

49 

57 

49 

0       183 

200 

0 

131 

32 

50 

50 

50 

49 

55 

44 

50       51 

0 

0 

0 

Figure  2. 

40  for  1=  1  to  3:  Read  A(I):  Next  I 

50  Restore 

60  For  I  =  4  to  6:  Read  A(I):  Next  I 

70  For  I  =  i  to  5:  Read  A$(I):  Next  I 

80  Data  76, 40,  67 

90  Data  "SUE",  "ANN",  "JOE",  "KIM' 


"JIM" 


Program  I. 


10 

20 

30 

40 

SO 

60 

70 

80 

100 

110 

120 

200 


REM   PEEK  PROGRAM 
READ  A 

FOR  I  ==  2049  TO  A 
IF  I  <  B  THEN  60 
READ  B:  print 


PRINT 
NEXT  I 
END 
DATA 
DATA 
DATA 
DATA 


PEEK  (1) 


2232»2051, 2070/2077 
2091»2103f2112!.2126 
2133?2139»2165f2191 
2217/2300 


Program  2. 


10 

REM      DATA    READ-RESTORE    DISPLAY 

20 

GOTO    50 

30 

IF      PEEK    (    -    16384)     <    128    THEN    30 

40 

POKE      -    16368y0:    RETURN 

50 

DIM   A(10)/A*(10) 

60    B$(0)    =    "INDEX"  :B$(1)    ==    "DATA'tC*    -       CHR$    (34):B$    ==    C*    + 

70 

HOME 

80 

PRINT       TAB(    6)  "Ad.)"    TAB(    25)"A*<I)" 

90 

PRINT    B$(0)    TAB(     10)B$(1)    TAB(    20)B*(0)    TAB<    30)B$(i) 

100 

VTAB    15 

110 

PRINT    "40    FOR    I    '-■■■■    1    TO    3    t    READ    Ad)     t    NEXT    I" 

120 

PRINT    "50    RESTORE" 

130 

PRINT    "60    FOR    I    =    4    TO    6    :    READ    Ad)     :    NEXT    I" 

140 

PRINT    "70    FOR    I    =    1    TO    5    :    READ    A$ d )     I    NEXT    I" 

150 

PRINT    :    PRINT    "SO    DATA    76»40v67" 

160 

PRINT    t    PRINT    "90    DATA    « C*  "SUE "  B$ "  ANN  "  Bir> "  JOE  "B* "  KIM  "  B* 

199 

REM      START    THE    DISPLAY 

200 

Ul    -    1871tV2    -    162i:VT    ==    3:A1    ===    ItB    ^-    '3t    GOTO    220 

210 

k-'l    =    1143:^2    =    1621  :VT    ^^:    6tAl    ^=    4;B    -    6 

220 

FOR    I    =    Al    TO    B:    POKE    Ulvl    +    112 

230 

yT    =    MT    +    i;V2    =    V2    +    3f    POKE    ^21-96 

240 

GOSUB    30 {    READ    Ad) 

250 

VTAB    VT:    PRINT    "        "I?    SPCC    7)  Ad):    GOSUB    30 

260 

POKE    V2..160:    NEXT    i;    POKE    VI » 160  J    IF    I    >    4    THEN    300 

270 

POKE    1971,96:    FOR    I    ==    V2    TO    V2    -    5    STEP       -    1 

280 

POKE    I?160:    POKE    I     -    1/96:    FOR    J    -    1    TO    3005    NEXT    :    NE 

290 

POKE    1971 yl60:    RESTORE    :    GOTO    210 

300 

<J2    -    1875:Vi    =    127i:VT    =    3 

310 

FOR    I    -    1    TO    5: V2    -    ^2    f    6:VT    -    VT    +    1 

+  c* 


JIM"C* 


GOSUB    30 ; 


HAVE  WE 

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FOR  YOU  Ul'82 

Over  150,000  computer  owners  and  novices  attended  the  1981 
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Hill,  Mass  02167  Tickets  can  also  be 
purchased  at  itie  show 


Washington,  DC 
DC  Armory/Starplex 

Across  from  RFK  Stadium 
Thursday- Sunday 
October  28-31, 1982 
11  AM  to  6  PM  Daily 

DIRECTIONS: 

2001  E  CAPITOL  ST  SE 

(E  CAPITOL  ST  EXIT  OFF  1-295 

-  KENILWORTH  FRWV) 


^1^       "S-IF                                        "TSJS*                                         -rsjsT 

s  sis.                                                 s  s  :=_                                                  =  =  :Si, 

^£-Ls  r-ff-a  iB.s^j-"S*                         &;^s.s  s  :.  «•  .s--                             ..  s_ssa.s  ^s  -  =-  - 

r-=3=_=  s  r:TT&3  s 

s«5:=T    s  «E1E= 

SttSE==   =  =  =-- 

=-=-»-ss   sj  s  E.S  : 

5_Us-=s 'U  5  a.s  :  -^ 

^mm^mff~^ZS       "^^    Z    ^S    I 

SHQH 

SHOH 

SHOH 

Dallas 

Uniondale,  Long  Island 

Minneapolis 

Dallas  Market  Hall 

Nassau  Coliseum 

Minn.  Auditorium         ' 
&  Convention  Hall 

Thursday-Sunday 

Thursday-Sunday 

Third  Avenue 

April15-18, 1982 
11  AM  to  6  PM  Daily 

April  22^25, 1982 
11  AM  to  6  PM  Daily 

Thursday-Sunday 
September  16-19, 1982 

DIRECTIONS- 

DIRECTIONS  TAKE  LI  EXPWV 

11  AM  to  6  PM  Daily 

2200  STEMWONS  FREEWAY 

TO  EXIT  38  NO  STATE  PKWY 

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nth  St  ExU  to  Thjrd  Ave 

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_        _^ 

^S  i^ 

liiE.                                 sr=^                                  sns 

SSSS  :5=S5^^  s                            rss  ss-s  s  srs5-a-s^  s                          ^s  ss  :  3  s^^r  srs^  s 

SHOIf 

Chicago 

[ —  =-Ui^r^=J  1  liH  — 1 

SMQtw 

Boston 

Atlanta 

(Arlington  Heights) 

Hynes  Auditorium/ 

Atlanta  Civic  Center 

Arlington  Park  Racetrack 

Prudential  Center 

Exhibition  Center 

Thursday-Sunday 

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November  5-7, 1982 

November  11-14, 1982 

December  9-12, 1982 

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or  write  to  the  atMDve  address. 


60 


COMPUTEI 


MorcK  1P82-  Issue  22 


320  POKE  yip  I  +  112:  poke;  V2.96:  GOSUB  30 :    REAIi  A$(.i:) 

330  VTAB  UT:  HTAB  22  5  PRl'NT  I  SPC(  Q)MHl)t    (30SUB  30 

340  POKE  V2,160:  NEXT 

3S0  POKE  yifl60 

400  END 

500  DATA       76^40 ^67 

510  DATA       "£;UE"  K  "ANN"?  "JOE"  y  "KIM".- "JIM" 


Program  3. 


20000  |:£f1  ATARI  BA^SIC  LIh£  DUnp 

20010  REM  TYFt  GOTO  23008 

28020  CLR 

20030  BEG  IN=PEEK(  13b  ;'+256:«PEEK'::  137  ) 

26040  L INE=PEEK<  BEG I H  H25b*PEEK( BEG I H+ 1 ) 

26050  IF  Ln€=28ea0  THEN  F-RlIHT  "LAST  LIH 

E"=EHCi 

20060  PF:IHT  LINE. 

20870  LEMGTH=PEEK( BEG I N+2 ) 

20080  FOR  1=1  TO  LENGTH 

20090  PRINT  FEEK'::BEGIN+2+r;';"  "j 

20100  h£XT  I 

20110  PRINT  =Fi;:INT  " " 

20 1 20  BEGI H=BEG I H+LEHGTH 
26136  UUTU  20040 


Program  4. 


10  GRAF'HICS  y-Fii'SITION  12.0^?  "!   BASIC  I 

n  Airtion   1" 

20  FiKE  752..  1 

30  OF-EH  #1..4.:3..  "K:" 

40  DIt1  L$(46X.T$(2a>MAiT0  180 

50  Fei  CLICK-PAUSE  SUBROUTINE 

60  PCI=:E  53279. 0  =  FiJF:  W=l  TO  ly^rEKT  N^R£T 

108  Fien™  v..  14^?  '^C37  FO'^:? 

110  ?  "   10  DIM  A<:t.>..A-K3:¥:5::'.T$<3>" 

120  ?  "  m  RESTORE" 

138  ?  "  30  F;JR  1=1  TO  3:FfALi  T  =  AU  ::=T  =  f€ 

148  ?  "  48  FOR  1=4  TO  b^READ  T  =  H<i)=T  =  b£ 

VT    T " 

m  ?  "  50  FiJF:  1=1  TO  5: READ  It- 

m(  I  £3-2 ..  I  *3  )=T$  ■  NEXT  I " 
160  ?  "  63  LiAlA  76.40,67.23,14,33" 


170  ?  "  70  DATA  SlJE.Abti.J0E.KIf1..Jlf1" 

180  ?  "  80  ENti''; 

190  F£M  START  T^€  DISFIAY 

2*00  FOR:  1=1  TO  S 

210  FOSITIOH  2. 14+I+(I>5) 

220  PR  I  NT  "  iESO  iRI  GHT'i- " ; 

240  GET  #1.A 

250  CM  I  GOiO  2*68/290. 300. 400. 418.. 600. 66 

0. 60y 

2*60  keiTION  2.1:F0R  .j=l  TO  6-?  "A'::".^.!.:" 

;>=?"  =  SOiJND  0.  PEEK':  53778  >.  18.  S 

i-eS  FOF:  U=l  TO  50:  NEXT  W^f-OT  J^SOUrSJ  O. 

0.8..  0 

270  ?  "  A-*= " }  fWP:  34  > ;  CHF:$(  34 ) ; "  {LEFT} " .:  = 

FOR  J=l  TO  15  =  ?  "•! insert::-";: SOUND  0..1.F:. 

8  =  FOR  N=l  TO  30:  NEXT  l-J:NEXT  J 

275  ?  :?  "TI="jCfS:f<34::-;CHF:$(34::M"!:LEFT> 


.;:FtJF:  .J=l  TO 


•CIWBERT}";  : SOUND  0.J. 


8. 8: FOR  H=l  TO  36= NEXT  N:HEXT  J 

2o0  SCilND  0.0. 0.0:  GOTO  680 

2"90  FW:  .J=l  TO  10:  POSITION  6.21=?  "iDATA 

1L4  LEFT}";:SOUhC'  0.50. 12. 8  =  FOR  l-i=l  TO  2 

0:[€XT    W:SOiJ^JD   0.0.0,0:?    "OATft":h€XT    J 

"295  bOTO  600 

300  CfF=0 

310  FOR  .J=l  TO  3:  READ  T* 

320  F-OSITIOi  2,9=?  "I=";  J+3;|cOFF:F*CSITION 

19,17+OfT:?  "IREAD  T!" 
330  POSITION  8+3$(J+0FF*3;'.21:?  T*:READ 
T$ 

340  F-CeiTION  2,10:?  "T=";T$ 
345  GET  *1 .  A :  FiXIT ION  8+3:^(  J+iDFF:4-:3  >.  21  =  ? 

T$ 

im  F-OSITION  i9,17+0FF:?  "FfAD  T":F'OSITI 
OH  26,17+OFF:?  "IA«;i)=TI" 
360  FOR  K=l  TO  15: POSITION  9+K,10:?  "  "; 
T$ ;  :  GOSUE:  50 :  t^EXT  K  =  ?  "  i2  LEFT)     " 
370  FOR:  K=l  TO  J+0FF:O:F'0SITI0N  24.10-K: 
?  T$;  :G0SL1B  50:?  "(2  LERJ-     ";  :NEXT  K 
386  F-OSITiai  24,J+0FFO:?  T$;  :POSITICW  7 
,J+UFF:^3:F0R  K=l  TO  17  =  ?  "CCeLETE}";  :POK 
E  53279,  Q:hE=<T  K 


39S  GET  #l,ft:F'CSITION  26,17+DFF  =  ?  "Af:i>= 

T" 

395  tCXT  J:pLiS!TION  2,9  =  ?  "I="J>CfFr^:G 

OTO  609 

4£tfi  OFF=i:GOTu  319 

410  FCR  -J=l  TO  S^F-OSITION  2/3  =  ?  "I=";J 

420  POSITION  19,13=?  "!F£hD  T*!"=READ  T$ 

=  POSITION  7+J:^4..22  =  ?  T$ 

438  READ  T*  =  POSITION  6.-8  =  ?  T*  =  GET  #1..A 

446  F-aSITION  19>i9=?  "READ  T$"=PaSITION 

6, 20  =  ?  "I A-K  1:^3-2, Itl >=T$ I "  =  FTiSITim  7+J 

$4,22=?  T$ 

450  FOR  U=15  TO  6  STEP  -1  =  SOUND  0.10+20-1 

RM&;l>,10..U:f€yT  U 

470  F-O-SITION  3+.J*3,7  =  ?  Tf 

480  GET  #LA  =  FiR5ITI0N  6..  29  =  ?  "A*(IS3-2.I 

*3;-=T$"=t€KT  J  =  F-OSITIi>i  2,9=?  "I=";J=03T 

0  666 

608  POSITION  2,14+I+(I>5>=?  "   "; 

610  \€A1  I 

626  P3i:ITIGtl  2..19=PuI':E  752>0  =  E» 

l®y  WTh   t76L.7b,  1401,40, 1671,67,  I29h2 

9,  Ii4l..l4, 133L33 

1016  DATA   1 SLE 1 .. SUE ,  1  Ahti  1 , m\>  IJOE 1 , JE, 

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62 


COMPUTfil 


March,  1982.  Issue  22 


Infinite 

Precision 

iViuitipiy 

G  H.Watson 
Newark  DE 


1 23x456  =  56088.  Right?  Sure!  Just  ask  a  young 
student  and  he/she  will  quickly  work  out  something 
similar  to: 

123 
X  456 

738 
615 
492 

5608S 

If  you  are  near  a  microcomputer,  you  may  verify 
this  result  by  entering  ?  123*456  <CR>, 

How  about  1 23 1 23  X  456456?  At  this  point 
your  young  student  may  balk  and  suggest  *'Let's  let 
the  computer  do  it!"  Unfortunately  the  computer 
may  also  balk  at  stich  a  request.  Entering  ?  123 1 23* 
456456  <CR>  into  a  PET  yields  the  following  result: 
5.62002321  E+  10.  With  some  further  encourage- 
ment the  student  may  work  out  56200232088  as 
the  correct  product.  Why  the  difference? 

In  PET  BASIC  most  numbers  are  represented 
in  floating-point  format,  which  allows  convenient 
handling  of  real  numbers  which  may  be  positive  or 
negative,  integer,  fracuonal,  or  mixed,  and  of 
greaUy  varying  magnitude.  The  format  in  the  PET 
is  such  that  numbers  have  nearly  nine  digits  of 
precision.  This  means  that  123456789  may  be 
represented  exactly  in  this  format,  but  something 
will  have  to  be  done  for  1234567891.  That  some- 
thing is  called  scientific  notation  —  1234567891 
will  be  handled  as  1.23456789E  +  09,  where  E  + 09 
means  that  the  decimal  would  be  moved  9  spaces  to 
the  right.  On  the  PET  enter  X=  1234567891  <CR> 
and  then  enter  ?X  <CR>,  Notice  that  the  trailing 
digit  "1"  has  been  dropped;  it  would  have  been  the 
tenth  digit  and  only  nine  digits  of  precision  are 
possible. 

Scientific  notation  has  great  utility  and  nine 
digits  of  precision  will  be  plenty  for  many  cases  of 
numerical  calculation.  Occasionally,  though,  you 
may  run  up  against  a  calculation  which  requires 
infmite  precision  —  you  need  the  answer  exactly 
(no  lost  digits).  RecenUy  I  needed  to  know  the 
exact  product  of  several  large  numbers.  Working 
the  problem  by  hand  and  finding  several  errors,  I 


decided  to  write  a  short  infmite  precision  multiply 
routine  to  check  my  answer.  INFINI-MULT  is  the 
resulting  BASIC  program. 

Using  strings  to  represent  the  numbers  is  the 
trick  for  extending  the  precision.  By  operating  on 
each  string  with  the  string  funcdon  MID$(„),  each 
digit  of  the  number  may  be  i.solated  and  an  arith- 
metic operation  performed.  Only  single  digit  oper- 
ations are  performed  in  INFINI-MUILT.  fhe 
microcomputer  is  doing  only  second  grade  arith- 
metic—  addition  and  multiplication  of  two  numbers 
between  zero  and  nine. 

The  result  of  the  operation  on  two  single-digit 
numbers  may  be  a  double-digit  number.  Here 
enters  the  carry  digit.  Most  of  the  errors  I  make 
when  doing  arithmetic  by  hand  involve  the  carry 
digit.  Care  must  also  be  taken  when  programming 
for  the  carry  digit.  The  subroutine  at  line  500 
separates  the  double-digit  number  P  into  the  carry 
digit  C  and  adds  the  remaining  digit  onto  the  string 
D$  from  the  left.  For  example,  if  P  =  25  and 
D$  =  "456"  then  line  500  will  return  with  C  =  2  and 
D$  =  "5456'\ 

In  order  to  simplily  handling  the  carry  digits 
and  make  the  program  as  straightforward  as  possi- 
ble, the  strings  involved  in  the  addition  roudne  are 
made  the  same  length  by  padding  from  the  left 
with  zeros  (line  380).  For  instance,  if  Z$  =  "I23" 
and  A$  =  "45600"  then  we  will  pad  Z$  so  that  Z$  = 
"00123".  We  also  pad  strings  with  zeros  from  the 
right  in  the  muldplication  roudne  so  that  the  proper 
power  often  is  obtained  (line  330). 

INFINI-MULT  handles  123  x  456  as  follows: 
lines  250-330,  370-440 

123  000 

X 6  +      738 


738 

738 

123 

0738 

X  5 

+  6150 

6150 

6888 

123 

06888 

X  4 

+  49200 

49200 

56088 

If  the  two  numbers  to  be  nuiltiplied  differ  in  the 
number  of  digits,  the  multiplication  routine  will  be 
faster  with  the  smaller  nimiber  as  the  multiplier 
(456  in  example)  and  the  larger  number  as  the  mul- 
tiplicand (123  in  example)  — Just  as  you  learned  in 
grade  school.  Tlic  digits  "0"  and  '*  1 "  are  treated  pre- 
ferentially in  lines  270  and  280  so  ume  will  be  saved 
if  the  number  with  many  ones  and  zeros  is  used  as 
the  multiplier.  It  will  be  faster  to  multiply  456  bv  123 
in  INFINMVlULTthan  123  by  456. 

I  have  made  no  provision  for  handling  decimal 
points:  this  would  be  an  interesting  modification  for 
you  to  make.  To  sidestep  this  limitation  use  the  same 
trick  that  vou  learned  in  school:  count  the  number 


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64 


COMPUTE! 


Mcrch,  1982.  Issue  22 


of  places  to  the  right  which  the  decimal  point  must 
be  moved  to  reach  the  last  digit  in  the  multiplicand 
and  multiplier,  add.  and  move  tlial  many  places  lo 
the  left  in  the  product.  For  example,  consider  1 .23  x 
.456; 

1.23        2  right ->  123 

X  .456      +3  right ->     x  456 

.56088      < -5  left  56088 

INFIN'I-MULT  follows  the  simple  rules  ot 
arithmetic  which  you  learned  early  in  school.  There 
may  be  faster  or  more  sophisticated  ways  of  gelling 
the  extra  precsion  you  desire.  The  PET/CBM  PER- 
SONAL COMPUTER  GUIDE  contains  some  inter- 
esting double-precision  routines  for  addition,  sub- 
traction, and  muluplication.  Play  around  with  IN'Fl- 
NI-MULT  and  some  evening  when  you  feel  like 
writing  a  quick  program  take  a  shot  at  INFINI-DI- 
VI. 


Program  1 :  Microsoft  Version 

100  REM   INFINITE  PRECISION  MULTIPLY 

110  REM      G.H.WATSON  6/25/81 

120 

130  REM   INITIALIZATION 

140 

150  DIM  P,C,D$,J,Z,A,X,Y,X$,Z$,A$ 

160  DIM  I,AL,ZL,XL,YL,Y$ 

170  INPUT  "X  =  ";X$: INPUT  "Y  =  ";Y$ 

180  XL=LEN(X$);YL=LEN(Y$) 

190  I=XL+YL:DIM  N$(9) .Q$(I) , C$(8 ) 

200  FOR  J=1T0I:Q$(J)="0"+Q$(J-1):NEXT 

210  FOR  J=0TO9:N$(J)=CHR$(J+48):NEXT 

215  FOR  J=1T08:C$(J)=N$(J):NEXT 

220 

230  REM  MULTIPLICATION  ROUTINE 

240 

250  FOR  I=YLT01  STEP-1 : C=0: D$="" 

260   Y=VAL(MID$(Y$,I,  D) 

270   IF  Y=0  THEN  450 

280   IF  Y=1  THEN  D$=X$:GOTO  330 

290   FOR  JrXLTOI  STEP-1 

300     X=VAL(MID$(X$,J,1)) 

310     P=X*Y+C:GOSUB  500 

320   NEXT 

330   A$=C$(C)+D$+Q$(YL-I) 

340 

350   REM  ADDITION  ROUTINE 

360 

370   ZL=LEN(Z$):AL=LEN(A$) 

380   Z$=Q$(AL-ZL)+Z$:C=0:D$="" 

390       FOR   J=ALT01   STEP-1 

400  Z=VAL(MID$(Z$,J,1)) 

410  A=VAL(MID$(A$,J.1)) 

420     P=Z+A+C:GOSUB  500 

430   NEXT 


440   Z$=C$(C)+D$ 

450  NEXT 

460 

470  PRINT  "Z  =  ";Z$ 

480  END 

490 

500  C=INT(P/10):D$=N$(P-C«10)+D$:RETURN 
READY. 


Program  2:  Atari  Version 

138  FE1    =     INlTIi^IZATIOH 

14e  REH 

150  DIM  0*(  99  > ..  X$(  99 ) .  2I(  99  ::■ ..  Al(  99  > 

160  Din  YK:99::'..T«99) 

170  PRINT  "K=".;a^piJT  >i* 

17^.  F-RIHT  "Y=":-I1PJT  i$ 

180  KL=LEN'::  X* )  ■•  YL=LEH':;  V*  > 

190  I=yL+YL  =  DIM  m.  1 9 ) ..  Q*(  I ::- ,  C*(  i  8  ;> 

280  FCf:  J=l  TO  I:Q$(J..J>="0":r£XT  J 

210  H*= " 0123456739 "=C$="  12345678  " 

220  Fei 

230  REM    =     MJLTIPLICATIUN  ROUTINE 

240  REM 

250  FW:   I=YL  TO  1  STEP  -l:C=0:[i$="^' 

•260  V41hL<Y$(I..I::-) 

270  IF  Y=a  THEN  456 

280  IF  y=l  Ti€H  D$=X$-GOTO  336 

290  FOF:  .J=yL  TO  1  STEP  -1 

l&d  X=iJhL<K$(J..J;-> 

310  F-K:rT'+C^0J5LlB  589 

320  1€HT  J 

330  A$="":IF  C  THEN  R$=CI<C+1..C+1 ) 

335  R*<LEH(A-i:'+l;-=D*aF  YL-I  THEN  A$(LEN 

(A$>+l;'=i3-|(l..M-I;' 

340  FS1 

350  m\  ■■    rDDITIOH  ROLITINE 

360  REM 

370  ZL=LEH(Z*)  =  ft.=LEN'::ft*) 

380  lt=Z$-Z$="''-l\=  AL-2L  THEN  2*=QI(1..AL 

-2L::- 

1^>  Z$<:  LEN(  21 )+ 1  >=T$  ■•  i::==0  ■■  D$=  " " 

390  FOR  .J=rL  to  1  STEP  -1 

400  2=l..iAL(2$C-J..J);' 

410  ft=iJAL(H$CJ..J::') 

420  F'=2+A+C  =  y:6Le  599 

430  1€XT  J 

440  21^" "  =  IF  C  THEN  2$=C:*(C+1 ,  C+1 ) 

445  2$<LEN(2i:'+l>=DI 

450  1€XT  I 

460  FS1 

470  PRINT  "2="jZ$ 

480  END 

490  F£M 

^1  C=I  NT(  P/ 10 )  ■■  T*=D* :  D$=N*(  P-Ctl  y+ 1 .  P-C 

:*;10+1  ::•  ■■  D*<  LEN<;  0$  )+l  >1$  ■  RETURN 


VARIABLE  TABLE  FOR  INFINI-MULT 


X$     multiplicand 
Y$     multiplier 
Z$     product 
A$     intermediate  addend 
D$     working  string  for  creating 
A$  and  2$  from  digits 

X,Y    value  of  selected  digit  of  X$,Y$ 

Z,A    -Z$,A$ 

XL.YL  length  of  X$,Y$ 

ZL.AL   Z$»A$ 

C      carry  digit 

P      result  formed  by  numerical 

operations  on  digits 
J, I    indices  for  selecting  digits 

from  strings 

C$C)   zeroes  for  padding  strings 

N$()   decimal  numerals 

C$()   carry  numerals,  same  as  N$() 

except  that  C$(0)  =  ""  and  N$(0)  =  ^'0»' 

and  C$(9)  is  unneeded* 


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More  About  Numbers 


Certain  numbers  when  acted  upon  in  a  certain 
manner  will  converge  to  a  definite  number.  There 
are  many  of  these,  though  the  best  known  are 
Ulam's  Conjecture,  The  6174  Problem,  and  The 
Golden  Mean. 

Ulam's  Conjecture  states  that  any  positive 
integer  will  always  converge  to  "1"  if  acted  upon  as 
follows: 

1 )  If  it  is  even,  divide  by  2. 

2)  If  it  is  odd,  multiply  by  3  and  add  1 . 
For  example,  consider  15: 

Since  it  is  odd  we  multiply  by  3  and  add  1  obtaining     46 

46  is  even  so  we  divide  by  2  and  obtain  23 

Multiply  23  by  3  and  add  i  70 

Divide  70  by  2  35 

Multiply  35  by  3  and  add  1  106 

Divide  106  by  2  53 

Multiply  53  by  3  and  add  I  160 

Divide  160  by  2  80 

Divide  80  by  2  40 

Divide  40  by  2  20 

Divide  20  by  2  10 

Divide  10  by  2  5 

Multiply  5  by  3  and  add  1  16 

Divide  16  by  2  8 

Divide  8  by  2  4 

Divide  4  by  2  2 

Divide  2  by  2     QED  1 

Programming  this  is  elementary  but  it  will 
reveal  many  curious  situations.  Consider  this: 
50,000,000  requires  106  operations  to  converge  to 


Edmund  N.  Ricchezza 

1  while  the  much  smaller  63  requires  107  operations 
to  converge  to  1 . 

The  "6 1 74  Problem"  states  that  any  positive  4- 
digit  integer  except  those  with  all  the  same  digits 
will  converge  to  "6174"  when  acted  upon  as  follows: 

1.  Arrange  the  number  in  descending  order. 

2.  Arrange  the  number  in  ascending  order. 

3.  Subtract.  Take  this  subtracted  number  as  the 

new  4-digit  number  and  repeat  the  process. 

After  not  more  than  five  iterations  the  difference 
will  always  be  6174.  For  example  consider  4389: 


9843 
-3489 
6354 


6543 
-3456 

3087 


8730 
-  378 
8352 


8532 
-2358 
6174 


This  makes  for  an  interesting  and  not  too  difficult 
program  exercise. 

Quotients  of  successive  terms  of  the  Fibonacci 
Sequence  will  converge  to  .61803398.  The  ancient 
Greeks  called  this  the  "Golden  Mean"  because  it 
expressed  the  ideal  ratio  of  width  to  length  that 
gave  the  most  aesthetically  appealing  building  or 
room. 

I  found  this  relationship  fascinating  consider- 
ing that  Fibonacci  was  born  c.  I  170,  centuries  after 
the  Greeks  discovered  this  number.  6 


SPECIALS  II  INTiGHATED  CIRCUITS 


T 


6502 

745 

10/6.95 

50/6,55 

100/6,15 

6502Ay65t2A 

8,40 

10/7,95 

50/7.35 

100/6.90 

6520  P1A 

5,15 

10/4.90 

50/4.45 

100/4.15 

6522  VIA 

6.45 

10/6.10 

50/5.75 

100/5,45 

6532 

7.90 

10/7.40 

50/7.00 

100/6.60 

2114-L200 

3.75 

25/3.50 

100/3.25 

21 14-1300 

3.15 

25/2.90 

100/2.65 

2716  EPROM 

7.00 

5/6.45 

10/5.90 

2532  EPROM 

14,50 

Bt16Krtick[2ICj 

8  CiOS  RUM 

14.BQ 

4116 

8  fir  17 

Zero  Inseilion  Force  24  pin 

Socket 

2.00 

6550  RAM  (PET  8K) 

12.70 

S-100  Wire  Wrap  Socket 

2.40 

A  P  Products    15%  OFF 
APHobby-BlDX    15%  OFF 


*J»-«*UV'i«U(iy^    'ftl^^i 


MODEM  SPECIAL      $99 

SIGNALMAN  Mk1  from  Anchor  Automation 

DIRECT  CONNECT  Modem  with  RS232Cat>learxJConoector 
incWetJ.  Fully  compatible  with  all  Bell  103  modems,  0  lo 
300  bps,  lull  duplex,  frequency  shift  keyed  modulation,  auto- 
matic ANSW/ORIG  selection,  direct  connect,  audible  tone 
carrfer  detect  indicator,  self-contained  tjattery  powered 

PET/CBM  Version  (Mkl  P)  $1 69 

For  Commodore  Computefs,  the  Signalman  MkIP  includes 
conr»ectof.  cable,  and  machine  language  software  (parallel 
port) 


STAR  MODEM 

RS232  MODEM 
IEEE  488  MODEM 
RS232  CCITT 
IEEE  488  CCITT 


Prentice/Livefmore  Data  Systems 

SALE  $128 

SALE  $199 

$170 

$270 


We  carry  Apple  11+  from 
Bell  &  Howell 


funFOHTH+  far  Appli  II  $75 

A  full'featured  FORTH  with  enhancements.  Conforms  to 
FORTH  Interest  Group  standards. 


REVERSAL  (Spracklen)    32K  Apple 

28.00 

Data  Manager  (Lotus)  24  K  Apple 

40.00 

Energy  Miser  -  PET,  Apple.  Zenith 

24,50 

Histo-Graph  (Boyd)  48 K  Apple 

24.50 

Data-Graph  (Boyd)  48K  Apple 

40,00 

Apptell  User's  Guide  (Ostwme) 

12.00 

Introduction  to  Pascal  (Sytiex) 

10.30 

Pascal  Handbook  (Sytwx) 

12.00 

Musical  Applications  of  Micros  (CJiamberlin) 

20.00 

Basic  FORTRAN  (Coan) 

7,25 

CP/M  Handbook  (with  MP/M)  Zaks 

11,85 

Programming  the  6502  -  Zaks 

10.00 

Qcommodore 


CBM-PET  SPECIALS  „  „, 

8023  Prtnter  *  1 36  col.  1 50  cps  bi-dif ectional  (995)  775 
8300  Daisy  Wheel  -  40  cps 

bi-directional  (2250)  1750 

8032  80  X  25  CRT,  business  keyboard  (1495)  1 100 

Super  Pet  (1995)  1650 

8096  Board  (extra  64K  RAM  fw  8032)  (500)  400 

8050  Dual  Disk  Drive  •  1  megabyte  (1795)  1345 

8250  Dual  Disk  Drive  *  2  megabyte  (2195)  1760 

CBM  IEEE  Modem  (395)  199 

4016  full  Size  graphics  keyboard  (995)  795 

4032  full  size  graphics  keyboard  (1295)  999 

4040  Dual  Disk  Drive  -  330,000  bytes  (1295)  999 

2031  Single  Disk  Drive  -  165,000  byles  (695)  550 

4022  Tractor  Feed  Printer  (795)  630 

C2N  External  Cassette  Deck  (75)  65 

VIC  20  Color  Computer  (299)  259 

VIC  1515  Graphic  Printer  (395)  335 

Used  CBM/PET  Computers  CALL 

8024-7  High  Speed  Primef  (1995)  1345 

WE  WILL  MATCH  ANY  ADVERTISED  PRICE 


***  EDUCATIONAL  DISCOUNTS  *** 

Biy  2  PET/CSM  Ciflipitin,  mhrt  1  FREE 

WofdPro  3  Plus  -  32 K  CBM.  disk,  printer  21 5 

WordPro  4  Plus  -  8032.  disk,  printer  325 

OZZ  Data  Base  System  for  CBM  8032  335 

VISICALC  for  PET.  ATARI,  or  APPLE  155 

SM-KIT-SiHrPETHOMUtffllkt  40 

Programmers  Toolkit  -  PET  ROM  Utilities  35 

PET  Spacemakef  II  ROM  Switch  36 

2  Meter  PET  to  IEEE  or  IEEE  to  IEEE  Cable  40 

Dust  Cover  for  PET  7 

IEEE' Parallel  Printer  Interlace  for  PET  110 

IEEE-RS232  Printer  Interface  for  PET  120 

The  PET  Revealed  1 7 

Ubrary  of  PET  Subroutines  1 7 


4  PAUT  HARMOHY  music  SYSTEM  for  PET 

The  Visible  Music  Monitor,  by  Frank  Levinson,  allows  you  to 
easily  enter,  display,  edit  and  play  4  part  hamxxiy  musfc. 
Includes  whole  notes  tfrnj  64ths  (with  dotted  and  triplets), 
tempo  change,  key  signature,  transpose,  etc,  The  KL-4M 
unit  includes  D  to  A  converter  and  amplifier  ready  to  hook  to 
your  speaker. 
KL-4M  Mitk  Bnr^  wm  VMM  Prifnn  $60 


Watanabe 

Intelligent 

Plotter 


WmNABEWX467]  Pttttr 
WHTANABE  WX4675    t-fn  mttir 


DISK 
SPECIALS 


SCOTCH  (3M)  5" 
SCOTCH  (3M)  8" 
Veftatim  8"  Doubte  Oens 
Vertjatim  5"  Dataltfe 
(add  lOOfor  VertHtimS" 
BASF  5"  soft 
Wabash  5"  in  Rastic  Box 
Wabash  8"  in  Plastic  Box 


10/2.75  50/2.65 

10/2.80  50/2.70 

10/3.45  50/3,35 

10/2.45  50/2.40 
piastic  stcrage  box) 

10/2.40  20/2.35 

10/2.70  50/2.60 

10/2.75  50/2.65 


100/2.60 
100/2.65 
1Q0/3.20 
100/2.35 

100/2.30 
100/2.50 
100/2.55 


WE  STOCK  MAXELL  DISKS 

Diskette  Storage  Pages  10  for  3.95 

Disk  Library  Cases  8"  -  2.85      5"  -  2.15 

Disk  Hub  Rings  8"  -  50  @  7.50      5"  -  50  @  6.00 

CASSEHES-AGFAPE-eil  PREMIUM 

High  output  kw  noise,  5  screw  housings. 
C-10  10/56     50/50     100/.48 

C-30  10/73    50/.68     100/.66 

AJI  other  lengths  availaWe  Write  foe  price  list 

SPECIALS 

EPSON  MX-IQ  PTlitir 

EPSON  MX-SO  F/T  Priitr 

EPSON  MX-TQ  Prifltif 

EPSON  MX'IQO  Prtitir 

Centronics  739  Printer  with  dot  graphfcs  675 

STARWntTER  SiltY  WiMi  Prfitw  1 445 

Zenith  ZVM-121  Green  Phosphor  Monitor  115 

Amdek  Color  Monitor  355 

ALL  BOOK  ui  SOFTWARE  PRICES  DISCOUNTED 

OSBORNE/McGraw-Hil  HAYDEN.  SYBEX,etc. 


Synertek  Systems 


SYM-1  Mlcrocomputar                   SALE  139 

SYM  8AS-1  BASIC  or  RAE  1/2  Assembler  85 

KTM-2/80  Synertek  Video  and  Keyboard  349 

KTM-3/80  Synertek  Tubeless  Terminal  385 


TgMiTH  I  data 

I  systems 


290-80  64  K 

Z90-82  64  K,  1  double  dens,  drive 

Z89-0  48K 

Z89-1  48K,  1  drive 

Z67  1 0  Megabyte  +  Floppy  Drive 

Z37  1.3  Megabyte  Dual  Floppy 

Z25  High  Speed  Printer 

Z\  9  Video  Terminal  (VT-52  compatible) 

ZVM-121  Green  Phosphor  Monitor 

All  Zenith  Software  discounted 


2170 
2395 
1950 
2150 
4495 
1495 
1195 
670 
119 


ATARr 

SPECIALS 


800  Computer 
400-  16K 
810  Disk  Drive 
825  Printef 
850  Interface 
822  Printer 
Paddle  Pair 
Joystick  Pair 
16KRAM 
Assembler/Editor 
TeleLink 

Write  for 


695 

339 

449 

629 

175 

359 

17 

17 

85 

46 

20 


410  Recorder  69 

Pilot  68 

Microsoft  BASIC  68 

Educ.  Series         20%  ott 

MISSILE  COMMAND        32 

ASTEROIDS 

STAR  RAIDERS 

Space  Invaders 

Music  Composer 

Chess 

Super  Breakout 


32 
32 

32 
45 
30 
30 


prices  on  other  Atan  items. 


252  Bethlehem  Pike 
Colmar,  PA  18915 


215-822-7727 


A  B  Computers 


WRITE  FOR  CATALOG 

Add  $1 .25  per  order  tor  shipping.  We  pay  balance  of  UPS  surface 
charges  on  all  prepaid  orders.  Prices  listed  are  on  cash  discount 
basis.  Regular  prices  slightly  higtier.  Prices  subject  to  change. 


KMMM  PascaNorPET/CBM  $85 

A  subset  Of  Standard  Pascal  witti  extensions, 
'  Mactiine  language  Pascal  Source  Editor  with  cursor 
oriented  window  mode 

-  Machtne  Language  P-Code  Compilef 

'  P-Code  to  machine  language  translator  for  optimized 
object  code 

-  Run-time  package 

-  Floating  point  capability 

-  User  manual  and  sample  programs 

Requires  32K  Please  specify  configuraiton 


EARL  for  PET  (disk  file  based]        $65 

Editor,  Assimblir,  Riiocatir.  Unkir 
Generates  relocatable  object  code  using  MOS  Techrrafogy 
mnerTwnics  Disk  file  <nput  (can  edit  files  larger  than 
memory)  Unks  .multiple  object  programs  as  one  memory 
load  Listing  output  to  screen  or  pf inter  Enhanced  edftof 
operates  in  both  command  rrxxJe  and  cursor  oriented 
"window"  mode 


RAM/ROM 
for  PET/CBM 

4K  or  8K  bytes  of  soft  ROM  with  optional 
battery  backup. 

RAM /ROM  IS  compatible  with  any  large  keyboard  machine. 
Plugs  into  one  of  the  ROM  sxkets  above  screen  menKjry  to 
give  you  swftch  selected  write  protectable  RAM 
Use  RAM/ROM  as  a  software  development  tool  to  store  data 
or  machine  code  beyorxJ  the  normal  BASIC  range.  Use 
RAM /ROM  TO  LOAD  A  ROM  image  where  you  have  possible 
conflicts  with  more  than  one  FIOM  requiring  the  same  socket 
Possible  applications  include  machine  language  sort  (such  as 
SUPERSORT),  universal  wedge.  Extramon,  etc 
RAM/ROM  -  -  4K  $85 

RAM/ROM  -  -  8K  1  20 

Battery  Backup  Option  30 


SUPERSORT  by  James  Strasma  $35 

Supersort  \%  an  excellent  general  purpose  machine 
language  sort  routine  for  PET/CBM  computers  Softs  both 
ooe  and  two  dimensioned  arrays  at  lightning  speed  in  either 
ascending  or  descending  order  Other  fields  can  be  subsorted 
when  a  match  is  found,  and  fields  need  not  be  in  any  special 
order  Sort  arrays  may  be  specified  by  name,  and  fields  are 
random  length  Allows  sorting  by  bit  to  provide  8  categories 
per  byte.  The  routne  works  with  all  PET  BASICS,  adjusts  to 
any  memory  size,  arxJ  can  co-exist  with  other  p-rograms  m 
high  memory 


SuperGraphics 

by  Jofin  Fluharty  $30 

SuperGraphics  orovides  machine  language  extensions  to 
Commodore  BASIC  to  allow  fast  arxl  easy  plotting  and 
manipulation  of  graphics  on  the  PET/CBf^  video  display,  as 
well  as  SOUND  commands 

Animations  that  previously  were  too  slow  or  impossible 
without  machine  language  subroutines  now  can  be  pro- 
grammed directly  in  BASIC  Move  blocks  (or  rocketships,  etc ). 
or  entire  areas  of  the  screen  with  a  single,  easy  to  use  BASIC 
command  Scroll  any  portion  of  the  screen  up,  down,  left,  or 
right,  Turn  on  or  off  any  of  the  4000  (8000  on  8032)  screen 
pixels  with  a  smgle  BASIC  command  In  high  resolution  mode, 
draw  vertical,  honzontal.  and  diagonal  lires  Draw  a  box,  fill  a 
box.  and  move  it  around  on  the  screen  with  easy  to  use  BASIC 
ccxnmands 

T?^e  SO  U  N  D  commands  allow  you  to  mttiate  a  note  of  series 
of  notes  <or  even  several  songs)  from  BASIC,  and  then  play 
them  in  the  background  mode  without  interfering  with  your 
BASIC  program.  This  allows  your  program  to  run  a!  full  speed 
with  simultaneous  graphics  and  music 

SuperGraphics  commands  include  GRAPHIC.  TEXT.  RVS, 
SET  DRAW.  FILL  PLOT  MOVE,  PRINT,  CSET.  CMOVE. 
DISPLAY.  PUT.  SWAP,  PAUSE,  and  SOUPJD 

Please  specify  machine  lype  and  ROM  version,  disk  or  tape 


fir  PET/CBM  Zm^\%n 


Self  Calculating 

DATA  BASE 

flEPORT  WRITER 
MAILING  LIST 


FLEX- FILE  IS  a  set  of  flexible,  friendly  programs  to  allow 
you  to  set  up  and  maintain  a  data  base  Print  hies  with  a 
versatile  Report  Writer  or  a  Mail  Label  routine.  Pro- 
grammers will  find  it  easy  to  add  subroutines  to  their  own 
programs  lo  make  use  of  Data  Base  files. 
RANDOM  ACCESS  QATA  BASE 
Record  size  limit  is  250  characters.  Tbe  number  of  recofds 
per  disk  (S  limited  only  by  the  size  of  each  record  and  the 
number  of  records  per  disk  is  limited  only  by  the  size  of  each 
record  and  the  amount  of  free  space  on  the  disk.  File 
maintenance  lets  you  step  forward  or  backward  through  a 
file,  add.  delete,  or  change  a  record,  go  to  a  numbered 
record,  or  find  a  record  by  specified  field,  The  Find  command 
locates  any  record  when  you  enter  all  (or  a  portion  of)  the 
desired  key  Field  lengths  may  vary  from  record  to  record  to 
allow  maximum  packing  of  informatKXi  Files  may  be  sorted 
by  any  held,  and  any  field  may  be  specified  as  a  key 
Sequential  files  from  other  programs  may  be  converted  to 
Flex- File  formal  and  Flex- File  records  may  be  corrverted  to 
sequential  (WordPro,  PaperMate.  other  word  processors 
may  also  use  Flex-File  data).  Maximum  record  size,  fields 
per  record,  and  order  of  fields  may  be  changed  at  any  time 
MAILING  LABELS 

With  typical  record  size  of  127  characlers,  each  disk  can 
handle  over  1000  records  (about  2800  with  8050  drive) 
Labels  may  be  printed  any  number  wide,  and  may  begin  in 
any  column  position  There  is  rw  limit  on  the  number  or  order 
of  fields  on  a  label,  and  two  or  three  fields  may  be  joined 
together  on  or>e  line  (like  first  rtame.  last  name,  and  title)  A 
"type  of  customer"  field  allows  selective  printing 
REPORT  WRITER 

Print  any  field  m  any  column  For  numeric  delds.  use 
decimal  point  lustification  (and  round  to  any  accuracy). 
Define  any  column  as  a  sertes  of  mathematical  functions 
performed  on  other  ayumns  These  functions  ir^lude 
anthmetic  operations  and  vantxjs  log  and  trig  functions 
Pass  results  of  operations  such  as  nimwq  total  from  row  to 
row  At  the  end  of  the  report,  print  total  and/or  average  for 
any  column  Complete  record  selection,  including  field 
within  range  pattern  match.  arxJ  logical  functions  can  be 
specified  individually  or  m  combination  with  other 
parameters 

FLEX-FILE  by  Mlc^ttl  Rilay  $60 

Please  specify  equipment  configuration  when  ordering 


Low  Cost  Disk  Drive  for  PET/CBM 

PEDISK  II  from  cgrs  Mcrotech  is  a  new  disk  system  ready 
to  plug  into  your  large  keyboard  PET/CBM 
PEDISK  II  offers  speed,  reliability.  IBM  compatibility 
Complete  system  pnces  with  DOS  and  cable 
S"  40  track,  1  drive  143K  S525 

5"  40  track.  1  dnve.  286  K  690 

8"  I8M  3740  format.  77  track,  250K  995 


PROGRAM  YOUR  OWN  EPROMS 

Bnndfng  Iron  for  PET/CBM  S79 

EPROM  Programmer  with  software  for  all  RDM  versions 
Includes  all  hardware  and  software  to  program  or  copy 
2716  and  2532  EPROMs 


CBM  Sflftwin 

Legal  Time  Accounting  Package  445 
Medical  Accounting  Package 
Com^tti  CBM  Butfiiu  Seftwin  PKkifi 
Can  be  taitored  to  meet  niost  business  requirements 

Technician's  Investment  Analysis  Package  500 

Dow  Jones  Portfolio  Management  1 29 

Personal  Tax  Calculator  65 

Tax  Preparation  System  445 

Wordcraft  80  Wordprocessor  Package  325 

Pascal  Development  Package  235 

Assembler  Development  Package  99 

Intelligent  Terminal  Emulator  30 

Soltpac  1  (Competitive  Software)  29 


FORTH  for  PET 

BY  L  C.  Cargile  and  Michael  Riley  $50 

Features  include: 

full  FIG  FORTH  model. 

all  FORTH  79  STANDARD  extensions 

structured  6502  Assembler  with  nested  decision  making 
macros, 

full  screen  editing  (same  as  when  programming  m 
BASIC). 

auto  repeat  key, 

sample  programs. 

standard  size  screens  116  lines  by  64  characters) 

1 50  screens  per  diskette  on  4040, 480  screens  on  8050, 

ability  to  read  arxl  wnte  BASIC  sequential  filea 

introductory  manual. 

reference  manual 
Runs  on  any  16K  or  32K  PET/CBM  (including  8032)  with 
ROM  3  or  4.  and  CBM  disk  drive.  Please  specify  configuration 
when  ordering 

Available  soon: 

Metacompiler  for  FORTH  $30 

simole  metacompiler  fo^  creating  compacted  object  code 
which  can  be  executed  independently  (without  the  FORTH 
system) 


PaperMate 

60  COMMAND 
WORD 

PROCESSOR 

by  Michael  Riley 


AB  ■b 


Paper-M  ate  is  a  f u  ll-f eatured  word  processor  f  or  C  B  M/PEI 
Paper-Mate  incorporates  60  commands  to  give  you  full 
screen  editing  with  graphics  for  all  16K  or  32K  machines 
lincfuding  8032).  all  printers,  and  disk  or  tape  drives. 

For  writing  text,  Paper- Mate  has  a  definable  keyboard  so 
you  can  use  either  Business  or  Graphics  machines  Shift 
lock  on  letters  ooty,  or  use  keyboard  shift  lock  All  keys 
repeal 

Paper- Mate  text  editing  includes  floating  cursor,  scroll  up 
Of  down,  page  forward  or  back  and  repeating  insert  and 
delete  keys  Text  block  handling  includes  transfer,  delete, 
append,  save.  load,  and  insert 

AH  formatting  commands  are  imbedded  in  text  for 
complete  control  Commands  include  margin  control  and 
release  column  adjusl  9  tab  settings,  variable  line  spacing 
justify  text  center  text,  and  auto  print  form  letter  (vajiable 
biock)  Files  can  be  linked  so  that  one  command  prints  an 
entire  manuscript.  Auto  page,  page  headers,  page  numbers, 
pause  at  end  of  page,  and  hyphenation  pauses  are  included. 

Unlike  rnost  word  processors.  CBM  graphics  as  well  as 
text  can  be  used  Paper-Mate  can  serxi  any  ASCII  code 
over  any  secondary  address  to  any  printer 

Paper- Mate  (unctions  with  16/32K  CBM/PET  machines, 
with  any  printer,  and  with  either  cassette  or  disk 

To  order  Paper- Mate  please  specify  configuration 

Pipir-Mitt  on  dlskorttpi  40.00 


BASIC  INTERPRETER      $200 

Designed  to  support  the  CBM  8096  i8032  with  add-on  64 K 
board)  A  full  interpreter  implementation  to  automatically  take 
advantage  of  the  extra  memory  available  to  the  8032 


BPI6enenlUdgcr-B03Z/8050 

300 

BPtAccoiintinecclnbte-8032/B0&0 

3Q0 

HiydiR  Softwtn 

Complex  Mathematics 

1270 

Engineering  Mathematics 

12.70 

General  Mathematics 

12.70 

MCAP:Circuit  Analysis  Program 

21.00 

Er>ergy  Miser 

2450 

CASH  MANAGEMENT  SYSTEM 

$45 

Easy  to  use  Keeps  track  of  cash  disbursements,  cash 

receipts,  cash  transfers,  expenses  for  up  to  50  categories 

MIl^RO-REVERSI  for  PET  by  Michael  Riley  10 

super  machine  language  version  of  Othello 
Tuirnil  Vision  /  Kit  &  Mouu  by  Michael  Riley  10 

two  excellent  machine  language  maze  programs 


252  Bethlehem  Pike 
Colmar,  PA  18915 


21&822-7727  A  B  Coiii|iuters 


WRITE  FOR  CATALOG 

Add  $1 .25  per  order  for  shipping.  We  pay  balance  of  UPS  surface 
charges  on  all  pr^kl  orders.  Prices  listed  are  on  cash  dtscount 
basis.  Regular  prices  slightly  tiigtier.  Piices  sul)|ect  to  change. 


68 


COMPUTEl 


March,  1982- tssLte  22 


Word  Hunt 


Robert  W.Baker 
AtcQ  NJ 


This  game  is  designed  to  test  your  ability  to  find 
specific  words  or  letter  sequences  hidden  in  a  10  by 
10  letter  matrix.  Scoring  is  based  on  the  time  it 
takes  to  enter  your  correct  answer  within  a  given 
time  period  determined  by  the  skill  level  selected. 
The  program  uses  very  little  memory  and  will 
easily  run  in  8K, 

To  play  the  game,  first  select  the  skill  level  you 
want  to  play  at,  between  1  and  5.  One  is  the  easiest, 
allowing  the  maximum  time  of  approximately  1.5 
minutes  to  find  each  w^ord.  Skill  level  5,  however, 
will  only  allow  about  20  seconds  to  find  each  word. 

Next  enter  a  list  of  ten  words,  each  being  three 
to  eight  characters  long.  Only  the  letters  A  to  Z 
may  be  entered,  but  they  really  do  not  have  to  be 
w^ords.  You  can  even  use  the  game  to  make  learning 
foreign  languages  more  fun.  If  two  people  are 
playing,  let  one  player  enter  the  words  for  the 
other  to  find.  Try  to  mix  the  word  lengths,  entering 
both  long  and  short  words  for  best  results.  It  too 
many  long  words  are  entered  it  may  take  a  while 
for  the  puzzle  to  be  generated.  If  any  word  will  not 
fit  into  the  matrix,  enter  a  new  list  of  words  when 
asked. 

When  the  puzzle  is  ready,  hit  any  key  to  start 
the  game.  Timing  will  start  when  the  first  word 
is  shown. 

Scoring  for  a  correct  answer  is  based  on  the 
amount  of  time  it  takes  to  respond,  with  100  points 
maximum  for  each  of  ten  words.  If  a  correct  answer 
is  given  in  five  seconds,  you  score  100  points.  After 
that,  your  possible  score  decreases  with  time  to  a 
minimum  often  points  for  a  correct  answer.  A 
wrong  answer  does  not  score  any  points  and  you 
only  get  one  try  for  each  word. 

To  enter  your  answer,  you  give  a  row  and 
column  number  of  the  first  character  of  the  word 
followed  by  the  direction  code  (see  the  diagram  in 
the  game!).  Any  invalid  entries  are  discarded  and 
you  only  type  numbers,  voii  do  not  tvpe  a  comma 
or  RETURN. 

Before  looking  at  how  the  program  actually 
works,  let's  take  a  look  at  the  major  variables  used 
in  the  program: 

S  -  defines  the  size  of  the  letter  matrix  to  be 

created. 

W  —  defines  the  number  of  words  to  be  entered 

and  used  in  the  matrix. 


M(S,S)  -  is  the  actual  letter  matrix,  note  that  a 
floating  point  numeric  matrix  is  used  instead 
of  a  string  matrix.  More  about  this  later. 

W$(W)-- contains  the  word  list. 

L(W,3)  —  remembers  the  starting  location  and 
direction  of  each  w^orcl  after  it  has  been  placed 
in  the  letter  matrix.  Each  entry  directly  corre- 
sponds to  the  entry  in  the  same  position  in  the 
word  matrix. 

P(S,S)  and  F(8)  -  are  working  matricies  used  to 
create  the  actual  letter  matrix  used  in  the 
game. 

Now  let's  take  a  look  at  how  the  program 
works.  First  the  program  gets  the  desired  skill  level 
(SL)  as  a  number  between  1  anci  5.  The  piogram 
sets  a  default  value  of  3  on  the  input  line  that  the 
user  can  change  before  hitting  the  REl  URN  key. 
Lines  130-290  then  get  the  list  of  words  and  check 
each  is  a  valid  character'  string  (A-Z).  The  words 
are  put  into  the  word  list  in  alphabetical  order  as 
each  word  is  entered  by  the  user.  This  avoids  the 
time  consuming  process  of  sorting  the  entire  word 
list  at  the  end.  In  this  way,  there  is  a  short  delay  as 
each  word  is  entered.  Hiis  short  delay  is  not  even 
noticeable  by  the  user! 

Line  340  initializes  the  latter  matrix  to  all  "^'s 
(decimal  value  42).  Now  each  word  in  the  word  list 
is  inserted  randomlv  in  the  letlei  matrix  in  the 
folhm^ing  fashion: 

1)  The  point  matrix  is  cleared  (line  360)  so 
we  can  remember  what  points  in  the  matrix 
have  l>een  tried  for  a  particular  word  in  the 
word  list. 

2)  Lines  400-440  check  that  there  is  still  at 
least  one  point  in  the  letter  matrix  that  has  not 
been  tried  (entry  in  P  is  still  0).  If  all  points 
have  been  tried,  the  user  is  asked  tt)  enter  a 
new  list  of  words  since  this  list  will  not  fit  prf>p- 
erly  in  the  letter  matrix. 

3)  A  random  starting  point  (that  has  not  been 
tried)  is  chosen  in  line  450. 

4)  The  starting  point  is  flagged  as  having  been 
tried  (P  vakie  now  1)  and  then  a  check  is  made 
to  see  if  the  matrix  position  is  open  (still  '^) 

or  matches  the  first  letter  of  the  word  (lines 
460-470). 

5)  Now^  the  direction  matrix  (F)  is  cleared  to 
remember  what  directions  have  been  tried 
from  this  starting  point  (line  490). 

6)  A  check  is  made  that  at  least  one  direction 
still  hasn't  been  tried  from  this  point  (lines 
500-510). 

7)  A  random  direction  (that  has  not  been 
tried)  is  chosen  in  line  520, 


/ 


[HE 


And  guess  who  stars  as  the 
lovie  monster  You!  As  any  of  six 
ifferent  monsters.  More  if  you 
ave  the  disk  version. 

You  can  terrorize  and  destroy 
)ur  of  the  world's  largest  and 
lost  densely  populated  cities  in 
^er  100  possible  scenarios, 
^om  Tokyo  to  the  Golden  Gate, 
Du  are  the  deadliest  creature  in 
ie  air,  on  the  land,  or  in  the  ^a. 

You  can  be  the  deadly  am- 
hibian  who  simultaneously 
nashes  street  cars,  lunches  on 
elpless  humans  and  radiates  a 
ly  of  death. 

If  you  were  a  giant  winged 
eature,  think  of  the  aerial 
stacks  you  could  make  on  the 
•rrified  but  tasty  tidbits  beneath 

DU, 

But  as  in  all  the  best  monster 
lovies,  you're  up  against  every- 
ling  the  human  race  can  throw 
:  you— even  nuclear  warheads 
id  a  strange  concoction  devel- 
Ded  by  a  team  of  mad  scientists. 

For  only  $29.95  you  get  6  stu- 
?ndous  monsters,  each  with  its 
jvn  monstrous  summary  card, 
teeming  metropoli  displayed  \n 
'aphic  detail  on  your  computer 
splay  and  mapped  in  the 
xompanying  48-page  illustrat- 
J  book,  the  awesome  sounds  of 
onsterly  mayhem,  and  spine* 
igling,  real-time,  edge-of-your- 
at  excitement. 


3ET  CRUSH,  CRUMBLE  &  CHOMP 

low  at  your  local  dealer  for  your  APPLE,  ATARI, 
)r  TRS-80  . .  before  it's  too  late. 


^^ 


70 


COMFUTII 


Morch,  1982.  Issue  22 


8)  Then  the  word  is  checked  to  see  if  it  can 

physically  fit  in  the  matrix  in  the  selected 
direction  from  the  current  starting  point  (lines 
530-650).  This  insures  the  word  will  not  exceed 
the  boundaries  of  the  letter  matrix  from  this 
point. 

9)  If  the  word  can  fit,  then  each  character 
position  in  the  selected  direction  is  checked 
against  the  corresponding  character  of  the 
word  (lines  760-690).  Each  character  in  the 
matrix  must  match  the  corresponding  charac- 
ter in  the  word  or  must  be  unused  (still  *). 

10)  If  the  word  can  be  entered  at  this  starting 
point  and  in  this  direction,  each  letter  is  in- 
serted in  the  latter  matrix  (lines  710-720). 
Then  the  starting  location  and  direction  are 
saved  for  later  use  (line  740). 

1 1)  If  the  word  will  not  fit,  then  the  next  direc- 
tion is  tried  until  all  directions  are  exhausted 
from  this  point. 

When  all  words  have  been  put  into  the  matrix, 
the  remaining  unused  positions  (still  *)  are  filled  in 
with  random  letters  (lines  760-770). 

Everything  is  now  set  to  play  the  game,  as  soon 
as  the  player  hits  a  key  (lines  780-800).  The  letter 
matrix  is  displayed  along  with  a  direction  code 
diagram  and  a  score  box  (lines  820-960).  A  word  is 
given  to  the  player  for  him  to  find  in  the  matrix 
and  the  timer  is  restarted  (Hnes  970-1000).  Then 
the  program  prompts  the  player  for  the  starting 
location  and  direction  code  (lines  1020-1 1 70).  The 
values  entered  are  then  checked  to  see  if  correct, 
first  against  the  values  saved  when  the  word  was 
put  into  the  matrix  (lines  1 190-1210).  If  the  value 
does  not  match,  then  the  program  checks  to  see  if  a 
"double"  was  created  when  the  unused  positions 
were  filled  with  random  letters.  Thus  the  program 
checks  the  player's  answer  again  to  insure  it  is  right 
or  wrong  (lines  1230-1280).  If  a  bad  answer  is 
entered,  it  is  indicated  and  the  correct  answer  is 
displayed  with  no  score  added  (lines  1360-1430).  A 
good  answer  is  indicated  and  the  appropriate  score 
displayed  and  added  to  the  player's  total.  The 
score  is  based  on  the  selected  skill  level  and  the 
time  it  takes  to  enter  the  answer. 

That's  all  there  is  to  it!  I  should  explain  that  a 
numeric  vector  was  used  for  the  actual  letter  matrix 
since  it  was  easier  and  faster  to  use.  Most  people 
who  have  tried  this  game  have  found  it  to  be  very 
interesting  and  fun  to  play.  At  times  it  can  even  be 
educational,  I  only  hope  it's  as  much  fun  for  you! 

For  those  who  might  not  want  to  type  in  the 
program.  Til  supply  copies  on  cassette  tape  for  $2. 
Be  sure  to  send  requests  to  me  and  not  through 
the  magazine. 


Program  1 :  Atari  Version 

18  REn  tnt  woRtt  HJHT  nxt 

20  REM 

30  REM  BY -ROBERT  W.  BAKER 

A&  REM  ATCO.  \li 

50  RtM  nt:R^^:mt4:»^^^^:tt?■i 

60  REM 

70  OPEN  #1.4.6. "K:" 

80  S=10^W=10^DIM  iKS.S>.H$(W*10).LiKW).P 

(S.S>.UW.3).F(8).R*<18)..Tt(10) 

85  T$="        ":FOR  1=8  TO  9:H$(Itl0+ 

L  1*10+10  >T$:he(T  1 

90  POKE  752.0:FRUfr  «iCLEAR>CDui.tOmAT  S 

KILL  LEI.EL" 

100  ?  :?  M  (EAS;Y)  -  TO  -  5  »  (HHRDr^3'i2 

110  I**UT  >MF  X<1  W:  X>5  THEN  168 

120  Sl=6-X 

130  ?  "{2  D'>frdEmER  ".^W;"  trjRDS." 

140  ?  "Ea.r^.  3  te  7  c^^racters  ]om<2  DOW 

N>" 

150  REM  m^  GET  mXiS  fe  PUT  IN  ORDER 

160  Rei  tt*  La-i:EST  to  shortest 

170  FOR  X=l  TO  W^L(X.1)=0  =  L(X.2)=0^L<X.3 

)=0 

180  FRIHI  ''Km  ^Xi:IffllT  F:$ 

190  GH.EN(R$) 

208  IF  Q<3  THEH  ?  n  TCO  SHORT  :^-"^GOT0  1 

30 

210  IF  Q>7  THBi  ?  n  TOJ  U>4Q     *":GOTO  1 

80 

220  >S=0  ^  T$=":$" : T$(  2 )*$  =  T$(  LEN^;  T$ )+l  >=» 

*" ^  FOR  Y=l  TO  Q  ^  A=ftDC( T$(  Y+1 . Y+1 ) > 

230  IF  i¥:e5  m  a>98  then  ;k9=i=y=q 

240  l€XT  Y:IF  'XS=1  THEN  PRINT  n  BAD  vm 

D  •:{;":  GOTO  180 

250  IF  X^l  THEH  T$=R$a$(Q+l)=":r^:U$(X«l 

0-9.X*18>=TI^UKX:>=Q+l  =  GOTO  298 

260  X9=0-FOR  Y=l  TO  X-MF  GK=LbKY>l  TH 

EH  280 

270  FOP.  Et=X  TO  Y+1  STEP  -ia$=W$((B-l)^t;l 

0-9.  ( B- 1  )*10 )  '■  m  B*10-9..  Btl  0  )=T$  =  LH(  B  :^L 

N(B"l):tKT  B 

275  T$=R$  =  T$(Q+1  >="*"  :ti*(  Y*10-9.Y:il0)=T$ 

:LN(Y>=1EH<T*)^Y=X-1 

230  hCKT  Yap  X9=0  THEN  T$=R$a$(Q+l>=*'* 

"  :W$(  X*10-9.X^:l0>=T$tLN(X)=LEN<  T*) 

290  f-ea  X 

300  F-aCE  752.1^?  "<CLEAR}'C7  Dijm^That^s 

en«jU9h  words!'' 

310  PRINT  "C6  D0WN}P1ea5e  be  patient... 
11 

320  ?  "G  DOlfO  I'm  riow  fftakin 

9  the  r-'UZZle!" 

330  REM  :m  INITIALIZE  LETTER  MATRIX  tUt 


1YPS 

RIGHT  on  your  own 
MICROCOMPUTER 


1YPS 
RIGHr  is  a  complete 

course  of  22  typing  pro- 
grams. 


TYpe 

RJGHT 


has  easy  directions. 
The  beginner  will  find  all 
necessary  instructions  dis- 
played on  the  screen,  but 
there  is  extensive  docu- 
mentation for  the  pro- 
grammer who  wishes  to 
make  adaptations. 

1YP6 
BGHT  is  varied  to  keep 

your  interest.  You  will  be 

typing  hundreds  of  real 

words,  not  just  random 

letter  drills.  Your  spelling 

and  writing  skills  will 

improve.  There  are  even 

five  games! 

lYpe  ^    . 

RGHT  emphasizes  accu- 
racy first,  then  speed, 

TYPe 
RIGHr  computes  words 

per  minute  the  official  way 

(Errors  are  subtracted.) 

RIGHT  is  a  fantastic  edu- 
cational value  at  less  than 
$2  per  program. 


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ii^  VIMYLOUSTCOVEflS 

fyew,  glove  soft,  vinyl  dust  covers  for  the  ATARI  BOO  Com- 
puter, the  400  Computer  and  the  825  Printer.  Custom  made 
from  heavy  duty  upholstery  grade  vinyl,  these  covers  com- 
p^tely  cover  the  top  and  sides  of  your  valuable  equipment.  Do 
not  contuse  them  with  cheap,  flimsy  plastic  covers  available 
elsewhere.  Accessory  ports  and  other  inpuf/oulput  plugs  are 
exposed  for  convenience  of  use.  Available  In  either  black  or 
"ATARI"  beige.  ATARI  400:  $9.95:  ATARI  800:  SI 0.95; 
ATARI  825:  $10  95.  Specify  mode!  and  color  Any  two  covers 
for  $18  95  Please  include  $2.50  for  Shipping ar>d  HandHng. 

tend  chick  or  meney  order  to: 

SWIFTY  SOFTWARE,  INC. 

64  BROAD  HOLLOW  ROAD 

MELVILLE,  N.Y.  11747 

(516)549-9141 

N.Y.Ritldintiidd7*^Hultitai 

lend  tor  rrt*  etliieijui  dialr  erdin  and  c.o.d .  't  tccepted 

©l9Bl,19S2Swifty  Software,  Inc. 

NOTE:  ATARI*   is  a  registered  trademark  o*  Atari  Inc.,  a 

Warner  Communications  Company  and  all  references  to 

ATARI*  should  be  so  noted. 


72 


COMPUTEI 


March,  1982  Jssue  22 


340  FOR:  X=l  TO  S^FOR  Y=l  TO  S^f1<Y.y)=42  = 
mil  Y  =  HEXT  x  =  Q=e 

350  REM  >^*t  INIT  POINT  mTRIX  i.  GET  f€XT 
140RD 

360  FOR  X=l  TO  Si  FOR  Y=l  TO  S  =  P(Y/=^)=0:H 
EXT  Y 

370  NEXT  X  =  Q=Q+1  =  IF  Q>W  THEN  760 
380  l=LN(:Q)-2 
390  REM  tn  TRY  ALL  POINTS  FOR  EACH  WORD 

400  K9=0:FOR  X=l  TO  S^FOR  Y=l  TO  P.: IF  Rf 

Y/X>=0  THEN  X9=1:X=S:Y=?; 

410  f€XT  Y^hEXT  X=IF  X9=l  THEN  450 

420  REM  tn  WORD  WILL  ^T  FIT..   TRY  AGAIN 

430  ?  "{CLEAR} This  list  of  i.Mord'^  uull   no 
t  all  fit." 

440  ?  ■?  "PI ease  enter  another  list  of  w 
ords!":GOTO  139 

450  ft=INT(  '5mLK  1  HI )  =  B=It-frc  PilRNHf  i  HI  -r : 
IF  F'<B..AX>0  THEH  45'3 
460  !-"(B..A>=i  ■  IF  rKB.-AlMS  ThEN  490 
470   Ih  M<B..AX)Ai€Cw*(Q:*:l8-9>>  T"r£H  4m0 
4S!0  RtH  nt  TRY  ALL  DIRECTIGriS  FRfiK  THIh 
FtDIMT 
490  FOR  X=l  TO  8:F(X)=9^NEXT  X 
580  X9=0^FGR  X=l  TO  3^  IF  F(X;'=e  im\  X9= 

510  NEXT  K^F  X9=0  Ti€N  496 

528  L!=IHT(3*RN0(l)+i::'=IF  F':;D>=1  Th€N  528 

530  F(D)=_i-OH  u  GOTO  550..  590.=  580. €.28. 610 

..650..  649  .=  569 

540  F£r1  :m  C^€CK  UORD  wILL  FIT 

550  IF  (A+b»S  THEH  5m 

560   IF  (B-GXl  THEN  589 

570  iJJTO  670 

580   IF  (&+G)>S  Ti€H  593 

590   IF  (R+G»S  T^€H  590 

600  L.0TO  6?e 

610  IF  (A-GKl  ThEH  583 

620  IF  (B+G)>S  THEH  599 

630  QJTD  670 

640   IF  (B-GKl  THEN  5S9 

650   IF  (A-GKl  THEH  599 

660  REM  tU  CHECK  UORD  MATCHES  INTO  MATR 

IX 

670  X=A^Y=B^=<^=0^FOR  N=2  TO  G+MJJSUB  15 

5SaF  M'::Y.X)=42  THEN  6'99 

680   IF  riCf/XX.>A:5Ca#:CQ-l>:*:10+N):J  THEN 

;K9=1:H=g+1 

690  t€XT  N=X=A  =  Y=B=IF  X9=l  THEN  598 

700  RtM  :ttl  ENTER  i'fMi 

710  FOF:  N=l  TO  G+riF  M'::Y.X>=42  TfEN  tKY 

..  X  >=HSC:(  W.  ■::  Ghl  ):i:18+N ) ) 

720  GOSiUB  1550:  NEXT  H 

730  REM  W^   SAUE  START  &  DIRECTION  IHFO 

740  L(  Q ..  i  )=A- 1 :  L(  Q .  2  ;-=B- 1  =  L<  Q ..  3  >=0  =  I F  K 


W  TF£N  360 

750  REM  tn  FILL  IN  SF-ACES 

760  FOR  Y=l  TO  S=FOF:  X=l  TO  S  =  IF  rt:Y.X)= 

42  THEN  M';Y..X;'=INT(25*RNDC1H65) 

770  NEXT  X:NEXT  Y4F"=0aS=0 

780  ?  "lCLEAR:^•Clt1  DJUfJ  |R 

EADY  i " 

790  ?  "Ce  CiatC^  Depress  ana  kea  u^-ien  read 

a  to  rlaa!" 

^1   IF  PEEK(:764:'=255  THEN  800 

885  FAKE  764..  255 

810  F^EM  tU  SET  LiF-  DISPLAY 

826  ?  "  {CLEAR}  {BWK}         I  COLUMN  i "  .i  =  POKE 

85.-26:?  "m  0  R  Dl" 

830  F£M  :m  PRim   'ROW   ffii-lN  LEFT  CCLUtlN 

840  m\  tn  3TAR:T  OUT  D'lWH  4 

850  F:EM  tm  LATER  DO  5  UP  &  3  RIGHT 

860  ?  "  -14  D»0  t  R  i  {OONNJ-  CLEFT}  1 0  i  -rDOH-JX 

LEFT}IWIi5  iJp}::3  RIGHT} "; 

870  FOR  X=e  TO  S-1:?  X.;  :hEXT  X^Y  :Y=1:G0 

SUB   1650 

880  FOF:  Y=l  TO  5  =  ?  "{2  RIGHT)  ^  Y-1. r  "{=}" 

i 

8^1  FOF:  X=l  TO  S^?  CH^:l(rKY..X>:'j  :J£XT  X 

9&3  ?  "i=}":r€XT  Y:Y=0:GuSUB  1650 

916  ?  ■■■'!  "I  DIRECT  IONS:!":?  "CDOWN}     7  8 

1" 

920  ?  "       •tG}!:=}LF}":?  "     6{R}a}CR}2":? 

"       fF}-C=}{:G}"=?  "     5  4  3" 
930  G=16:UJSLE!  1700:?  "  I     &:ORE     T 

^FOH^E  S.25:?  "m  iB>" 

546  F"0!<:E  85..  25  =  ?  "€..0     S         CB}" 
950  F-OKE  35/25:?  "iXO  CB}" 

955  F-GKE  S'5/25:?  "{9  K>" 
960  G=9:Gft3UB  1780:?  " 

":REM  <—  19  SF-ACES 
970  tF=WF'+i:IF  WM  THEN   1450 
980  G!=LN<HP>-1 
990  F^M  tU  h£XT  WJRD 
1060  GGSUB  1700: POKE  85..29-CQ.'-2):?  \m(.\'\ 
P-l>n0+L(|.p-l>$10+Q> 
1805  FUKE  20..0:F'OKE  19.0:Fei  KILL  RTCLK 
1010  REM  tU  GET  START  LO: 
1020  G=3:G03L1B  1790:?  "STARTING  LOCATION 
"  ■■  POKE  85 .  20 :  ?  "<  ROW .  C0LU1N  >  = " 
1830  FOR  G=6  TO  14:G0SUB  1760 
1640  ?  "  ":[€XT  G:G=6: 

GOSUB  1700:  REM  -<—  19  SPACES 
1050  GET  #LB:IF  B=155  THEN  1050 
1070  PF;IHT  CH?$(B)j%";:IF  B=48  THEN  B=0 
:G0TO  1998 

1^0  B=B-48aF  E<1  OR  B>9  THEN  F-RINT   "<2 
BACK  S)";:GOTU  1658 
1890  GET  #LA 
1108  IF  ft=155  T>tN  1090 
1110  PRINT  a«f(A)j=IF  ft=48  THEN  A=0:GOT 


*■  ***\-xonnec»oru— - — ^ 


Specials  for  the  Month  of  March 

These  Prices  Good  Through  March  30,  1982 


Match  Racer  Retail  $29.95  Now  $22.95 

Gebelli  Software  has  you  matching  your  wits  and  ability 
against  your  race  car  opponent  in  a  showdown  of 
racing  skill. 

Pool  1.5  Retail  $34.95  Now  $25.95 

This  popular  Apple  game  now  available  for  use  with 
your  Atari  800. 

Pathfinder                    Retail  $39.95  Now  $25.95 
Blast  your  way  through  the  maze  filled  with  nuclear 
waste  and  radioactive  monsters  in  this  neverbefore 
released  game  by  Gebelli  Software. 


GAMES 

Checker  King C    8K 

Mtcrochess C    8K 

Empire  of  the  Overmind  C  40K 
The  Datestones 

of  Ryn C/D  32K* 

Rescue  at  Rigel .  CD  16K* 

Temple  of 

Apshai  Dujonquest  . .  C/D  32K* 

Star  Warrior C/D  32K* 

Crush,  Crumble 

&  Chomp....... C/D  32K* 

Invasion  Orion  .....  C/D  32K* 
Major  League  Baseball  D  40K* 
Computer  Acquire  «  . . .  C  32K 

Lords  of  Karma  C  40K 

Reversi C     BK 

Deflection C    8K 

Sunday  Golf C  16K 

Adventure  Series ......  C  24K 

Mountain  Shoot  .......  C  16K 

Galactic  Trader C  32K 

Poker  Solitaire C    8K 

Galactic  Empire C  32K 

Star  Trek  3.5  .........  C  32K 

Gomoku C    8K 

Ricochet . .  C  16K* 

Mouskattack D  32K 

Stone  of  Sisyphus  . D  40K 

Ali  Baba D  32K 

The  following  require  joystick 

Angle  Worm C    BK 

Lunar  Lander C  24K 

Stocks  and  Bonds  . .    . .  D  40K* 

Cypher  Bowl C/D  16K 

Kayos C/D    8K 

Crazy  Shootout R  16K 

.Ghost  Hunter C  i6K 


Retail 

Now 

$  19.95    $ 

15.95 

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30.00 

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30.00 

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1L95 

19.95 

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34.95 

27.95 

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27.95 

32.95 

26.50 

controllers 

14.95 

11.95 

14.95 

11.95 

25.(X) 

20.00 

49.95 

39.95 

34.95 

27.95 

49.95 

39.95 

29.95 

22.50 

Ghosthunter  Retail  $34.95  Now  $25.95 

2  player  version  of  the  arcade  maze  game  with 
multiple  levels  of  play. 

Andromeda  2  Retail  $34.95  Now  $25.95 

First  time  ever  for  any  machine  by  Gebelli  Software. 
Trapped  inside  a  gigantic  living  organism  you  must 
find  your  way  out  before  the  antibodies  get  you. 

Jaw  Breaker  Retail  $29.95  Now  $22.95 

This  arcade  game  takes  you  to  the  candy  store  for  a  wild 

game  of  tag  with  some  of  the  rowdiest  play  mates  you'll 

find  anywhere. ^^^^^^ 


MISCELLANEOUS  Retail         Now 


Vis/Calc**  D  32K                     $199.95    $145.00 
A  number  one  best  seller  by  Apple®  now  available 
for  your  Atari. 


16K 


149.95      119.95 


29.95 

22.50 

99.95 

79.95 

99.95 

79.95 

149.95 

119.95 

199-95 

160.00 

39.95 

31.95 

APPLE  USERS  CHECK 


Letter  Perfect**  ......  D 

UK  Utility 

Mail/Merge**  D  16K 

Data  Perfect** D  32K 

Text  Wizard** D  32K 

Datastn-65** D  48K 

Edit  6502*** R  24K 

The  Next  Step*** D  32K 

The  following  require  joystick  controllers 

Micro-Painter**   D  48K  34.95        27.95 

Character 

Generator*** D  24K*  19.95        15.95 

Lisp  2.0*** D  48K  149.95      119.95 

(C)  Cassette  Tape  (D)  Diskette  (R)  ROM  Cartridge 
*Requires  Atari  Basic  ***No  printer  option 

**Printer  optional 

Catalog  free  with  any  order  or  send  $2 

postage  and  handling  to 

THE  SOFTWARE 

CONNECTION 

5133  Vista  Del  Oro  Way 

Fair  Oaks,  CA  95628 

MAIL  ORDERS;  For  fast  delivery,  send 
certified  check,  money  orders  or  Visa  or 
MasterCard  number  and  expiration  date,  for 

total  purchase  price  plus  1%  or  $2  minimum 
for  postage  and  handling.  Add  $5  for  ship- 
ments outside  the  continental  U.S. 
California  residents  add  6%  sales  tax. 

COD  and  Chargecard  orders  may  call 
(916)  989-3174.  Subject  to  stock  on  hand. 
Prices  subject  to  change. 
OUR  CATALOG 


74 


COMPUTE! 


March,1982Jssue22 


0  UAH 

1120  ft=ft-48=IF  A<1  OR  A>9  Tf£N  1838 

1140  G=S  =  GOSUB  ITee^PRIhfT  "DIRECTICS^:":'? 

^POKE  85.20:?  "  {LEFT}"; 

1150  GET  #LD 

1160  IF  D=155  im\  1158 

1170  PRI^fT  a«$<D>j=l>[M8=IF  EKl  OR  D>8 

T^EN  1140 

1180  REM  :m  OK  IF  QDOD  INFO  IUHJI 

1 190  WT=PEEKf:  20  >+256*PEEK<  1 9 )  =  IF  B^'  >L(  l-P 

.2)  Tf€H  1230 

1210  IF  D=L(tP.3>  T>€N  1360 

1220  REM  tn  CHK  IF  A  DOUBLE  MAY  EXIST 

1230  X=ft+l:Y=B+l:G=LMf:i*>>-l:IF  M':Y.XX>A 

SC(W$(WP*10-9»  -mEN  1300 

1240  X9=e  =  F0R  N=2  TO  G  =  GOSLIB  ISSe^F  X<1 

OR  X>10  imi  1270 
1250  IF  Y<1  OR  Y>10  THEN  1270 
1260  IF  11CY.X>=ASC<l^Cl.p-l>*10+H))  THEN 

1280 
1270  X9=l :W=G 

1280  NEXT  NaF  X9=0  T^€N  1360 
1290  REM  **:i:  Ktfj  START/DIR  -  HO  SCORE 
13®  G=6:GuSUB  1700  ^PRIh^  " 

";:B=L<l>P.2):A=L<ll'.l):REM  14  SPACES 
1310  ?  e;%";A 

1320  G=10:GOaB  1700:?  "  ..;!_ 

(VP,3):REM  13  SF-ACES 
(IP.3>-REM  13  ^>A»;ES 
1330  G=12:G0SUB  1760  =  ?  "tESOOP} 

{ESC>aJF'}"tRB1  13  SPACES 
1340  G=i3:G0SUB  1700  =  ?  "CD   lt«L  CORREC 
T  CO": GOTO  1420 

1^0  REM  tn  GOOD  At^Sl€R  -  GET  SCORE 
1360  IF  WT<(SL*60)  T^€N  143=100  =  GOTO  1390 
=  REM  <~  MAX  SCORE 

1370  IF  l-JTXSL:scl200)  THEN  WS=18  =  G0T0  139 
0  =  REM  <-  MIN  SCORE 
1380  i'iS=5+IMTC((SU:?.1200>-WTV60) 
1390  G=12  =  G0SUB  1790  =  ?  "CESOtUP}" 
1400  G=13:Gi3S!JB  17^:?  "iZ>   lYESh   ";HS; 
"  POINTS"  :TS=TS+WS 
1410  REM  :m  UPDATE  TOTAL  SCORE 
1420  G=18=G05UB  1780=?  "iS  RIGHT; "jTS 
1430  FOR  X=l  TO  508:h£XT  X^GOTO  960 
1440  REM  nt  BO  GATE  tU 
1450  POSITION  2. 15 

1460  FOR  X=l  TO  S=?  "  "'tEXT 

X:REM  <-  12  ST-ACfS 
1470  FOR  t>-2  TO  14  =  G0SIB  1700 
14^  F-RINT  "  "=f€XT  G=RE 

M  17  SPACES 

1490  POSITION  2.15=?  "PLAY  AGAIN  (Y  OR  N 
)  ?" 

1500  GET  *LR 
1510  IF  R=ASC("Y'')  THEN  90 


1520  IF  ROASCC'H")  T^e^  1580 

1530  END 

1540  REM  n%  SUBR  TO  INC  COORDINATES  IN 

DIR 

1550  ON  D  GOTO  1560. 1570. 1580. 1590. 1600, 

1610. 1620. 1630 

1560  Y^l"-! 

1570  X=X+l=RaL5?N 

1580  X-X+1 

1590  Y=V+1: RETURN 

1600  Y-V+i 

1610  X-X  1=  RETURN 

1620  X=X-1 

1630  Y=Y-J:F£TURN 

1640  REM  n%  SUBR  FOR  EOT  TOPz-BOTTOM 

1650  PRINT  "a  RIGHT}";: IF  y=i  jHEH  ?  "{ 

Q}";:G0TO  1670 

1660  PRINT  "<Z}"; 

1670  FOR  :=<=0  TO  3-1=?  »«}";  :^CXT  X^F  Y 

=1  TI€H  PRINT  "{D"=RETURN 

1680  ?  -a":>":  RETURN 

1690  REM  tn  SUBR  TO  POSITION 

1700  POSITION  20. G+2: RETURN 

Program  2:  Microsoft  Version 

10    REM    *****    WORD         HUNT    **♦ 
** 

20    REM 

3  0  REM  BY:  ROBERT  W.  BAKER,  ATCO,  ~ 

NJ 
40  REM 
50  REM  *************************** 

** 

60  : 

7  0  FOR  X=l  TO  VAL(RIGHT$ (TI$,2) }  : 

R=RND(1)  :NEXT  :POKE  59468 

,12 
80  S=10  :W=10  :DIM  M(S,S) ,W$ (W) ,P{ 

S,S) ,L(W,3),F(8) 
90  PRINT" {CLEAR} {DOWN} WHAT  SKILL  L 

EVEL" 
100  PRINT  :PRINT"1  (EASY)  -  TO  -  5  * 

(HARD)    3 {03  LEFT}"; 
110  INPUT  R$  :X=VAL(R$)  :IF  X<1  OR  " 

X>5  THEN  90 
120  SL=6-X 

130  PRINT" {02  DOWN } ENTER" W"WORDS," 
140  PRINT  :PRINT"EACH  3  TO  8  CHARAC 

TERS  LONG {02  DOWN} 
150  REM  ****  GET  WORDS  &  PUT  IN  ORD 

ER 
160  REM  ****    LONGEST  TO  SHORTEST 
170  FOR  X=l  TO  W  :L{X,1)=0  :L(X,2)= 

0  :L(X,3)=0 
180  PRINT"W0RD";X;TAB(8) ;"{02  RIGHT 


March.  1982.  Issue  22 


COMPUTEI 


75 


RIGHT} ?{ 03  LEFT}"; 
190  INPUT  R$  :Q=LEN(R$) 
200  IF  Q<3  THEN  PRINT  TAB( 26) ; " {UP} 

*  TOO  SHORT  *"  :GOTO  180 

210  IF  Q>8  THEN  PRINT  TAB ( 26) ; " {UP} 

*  TOO  LONG   *"  :GOTO  180 

220  X9=0  :POR  Y=l  TO  Q  :A-ASC(MID$( 

"*"+R$+"*",Y+l,l)) 
230  IF  A<65  OR  A>90  THEN  X9=l  :Y=Q 
240  NEXT  y  :IF  X9=l  THEN  PRINT  TAB ( 

26); "{UP}*  BAD  WORD   *"  :G 

OTO  180 
250  IF  X=l  THEN  W$(X)=R$+"*"  :GOTO  " 

290 
260  X9=0  :FOR  Y=l  TO  X-1  :IF  Q<=LEN 

(W${Y))-1  THEN  280 
270  FOR  B=X  TO  Y+l  STEP  -1  :W${B)=W 

$(B-1)  :NEXT  B  :W$(Y)=RS+" 

*"  :X9=1  :Y=X-1 

280  NEXT  Y  :IF  X9=0  THEN  W$(X)=R$+" 

*  ti 

290  NEXT  X 

300  PRINT" {CLEAR} (07  DOWN} " ; SPC ( 8 ) ; 

"THAT'S  ENOUGH  WORDS!"  : RE 

M  < —  7  DOWN 
310  PRINT" {06  DOWN}PLEASE  BE  PATIEN 

T  "  :REM  < —  6  DOWN 

320  PRINT"{03  D0WN}";SPC(12) ; "I'M  N 

OW  MAKING  THE  PUZZLEl 
330  REM  ****  INITIALIZE  LETTER  MATR 

IX 
340  FOR  X=l  TO  S  : FOR  Y=l  TO  S  :M(Y 

,X)=42  :NEXT  Y  :NEXT  X  ;Q= 

0 
350  REM  ****  INIT  POINT  MATRIX  &  GE 

T  NEXT  WORD 
360  FOR  X=l  TO  S  : FOR  Y=l  TO  S  :P(Y 

,X)=0  :NEXT  Y 
370  NEXT  X  :Q=Q+1  :IF  Q>W  THEN  760 

380  G=LEN(W$(Q))-2 

390  REM  ****  TRY  ALL  POINTS  FOR  EAC 

H  WORD 
400  X9=0  :FOR  X=l  TO  S  :FOR  Y=l  TO  ' 

S:  IF  P(Y,X)=0  THEN  X9=l  : 

X=S  :Y=S 
410  NEXT  Y  :NEXT  X:  IF  X9=l  THEN  45 

0. 
420  REM  ****  WORD  WILL  NOT  FIT,  TRY 

AGAIN! 
430  PRINT" {CLEAR}THIS  LIST  OF  WORDS 

WILL  NOT  ALL  FIT 
440  PRINT  :PRINT"PLEASE  ENTER  ANOTH 

ER  LIST  OF  WORDS  !"  :GOTO  ~ 

130 
450  A=INT(S*RND(1)+1)  : B=INT{S*RND ( 

1)+1)  :IF  P(B,A)<>0  THEN  4 


50 

460  P(B,A)=1 


IF  M{B,A)=42  THEN  490 


470 

480 

490 
500 

510 
520 

530 

540 
550 
560 
570 
580 
590 
600 
610 
620 
630 
640 
650 

660 
670 


680 
690 

700 
71« 


720 
730 

740 

7  50 
760 


770 
780 


790 


IF  M(B,A)  <>  ASC(LEFT$(W$ (Q) ,1) 

)  GOTO  400 

REM  ****  TRY  ALL  DIRECTIONS  FRO 

M  THIS  POINT 

FOR  X=l  TO  8  :F(X)=0  :NEXT  X 

X9=0  :FOR  X=l  TO  8  :IF  F(X)=0  T 

HEN  X9=l  :X=8 

NEXT  X  :IF  X9=0  THEN  400 

D=INT(8*RND(1)+1)  :IF  F(D)=1  GO 

TO  520 

F(D)=1  :0N  D  GOTO  550,590,580,6 

20,610,650,640,560 

REM  ****  CHECK  WORD  WILL  FIT 

IF  {A+G)>S  THEN  500 


IF  (B-G)<1 
GOTO  670 
IF  (B+G)>S 
IF  (A+G)>S 
GOTO  670 
IF  (A-GXl 
IF  (B+G)>S 
GOTO  670 
IF  (B-G)<1 
IF  (A-G)<1 


THEN  500 


THEN 
THEN 

THEN 
THEN 

THEN 
THEN 


500 
500 

500 
500 

500 
500 


CHECK  WORD  MATCHES  INT 


:FOR  N=2  TO 
M(Y,X)=42  ' 


G+1 


REM  **** 
0  MATRIX 
X=A  :Y=B  :X9=0  ; 
:G0SUB  1550  :IF 
GOTO  690 
IF  M(Y,X)<>ASC(MID$(W$ (Q) ,N,1) ) 

THEN  X9=l  :N=G+1 
NEXT  N  :X=A  :Y=B  :IF  X9=l  THEN  - 
500 

REM  ****  ENTER  WORD 

FOR   N=l    TO  G+1    :I-F   M(¥, 10*42   TH 

EN    M(Y,X)=ASC{MID${W$ (Q),N 

,1)) 

GOSUB  1550  :NEXT  N 

REM  ****  SAVE  START  &  DIRECTION 

INFO 
L(Q,1)=A-1  :L(Q,2)=B-1  :L(Q,3)= 
D  :IF  Q<W  THEN  360 
REM  ****  FILL  IN  SPACES 
FOR  Y=l  TO  S  :FOR  X=l  TO  S  :IF  " 
M(Y,X)=42  THEN  M(Y,X)=INT{ 
25*RND(l)+65) 

NEXT  X  :NEXT  Y  :WP=0  :TS=0 
PRINT" {CLEAR} {10  DOWN} "; TAB ( 15) 
;"{ REV} READY"  :REM  < —  10  " 
DOWN 

PRINT" {06  DOWN}   DEPRESS  ANY  KE 
Y  WHEN  READY  TO  PLAY  !"  :R 
EM  < —  6  DOWN 


76 


COMPUTE! 


March,  1982.  Issue  22 


800  R$=""  :GET  R$  :IF  R$=""  THEN  80 

0 
810  REM  ****  SET  UP  DISPLAY 
820  PRINT" {CLEAR} {DOWN}     {REV}COL 

UMN";TAB(25) ;"{REV}W  0  R  D 

11 

8  30  REM  ***  PRINT  'ROW  DOWN  LEFT  C 

OLUMN 
840  REM  ***  START  OUT  DOWN  4 

8  50  REM  ***  LATER  DO  5  UP  &  3  OVER 
860  PRINT" {04  DOWN} { REV} R{ DOWN }{LEF 

LEFT}0{DOWN} {LEFT}W{05  UP} 

{03    RIGHT} {OFF}"; 
870    FOR   X=0    TO    S-1    :PRINT    RIGHT$(ST 

R$(X),1);     :NEXT   X    :PRINT    : 

Y=l  :GOSUB  1650 
880  FOR  Y=l  TO  S  :PRINT"{02  RIGHT}" 

;RIGHT${STR$(Y-1)  ,1)  ;"J_"; 
890  FOR  X=l  TO  S  iPRINT  CHR${M(Y,X) 

) ;  :NEXT  X 
900  PRINT"j_"  :NEXT  Y  :Y=0  :GOSUB  16 

50 
910  PRINT  :PRINT"{REV}DIRECTIONS:"  ~ 

: PRINT" {DOWN}   7  8  1" 
920  PRINT"    M]N"  : PRINT"   6@Q@2"  : 

PRINT"N]M"'nTRINT"   5  4  3 
930  G=16  :GOSUB  1700  :PRINT"      {R 

REV}   SCORE   "  : PRINT  TAB ( 

2  5); "5        6 

9  40  PRINT  TAB {25); "5   0     6" 

9  50  PRINT  TAB{25);"5        6"  : PRIN 

T  TAB (25); "888888888 
960  G^0  :GOSUB  1700  :PRINIT" 

"  :REM  < —  19  S 

PACES 
970  WP^WP-s-1  :IF  WP>W  THEN  1450 
980  Q=LEN(W$ (WP) )-l 
990  REM  ****  NEXT  WORD 
1000  GOSUB  1700  rPRINT  TAB ( 29- (Q/2) ) 

; LEFT$ (W$ (WP) ,Q)  :TI$="000 

000" 
1010  REM  ****  GET  START  LOC 
1020  G=3  :GOSUB  1700  : PRINT"STARTING 
LOCATION"  :PRINT  TAB(20) ; 

" (ROW, COLUMN) : 
1030  FOR  G=6  TO  14  :GOSUB  1700 
1040  PRINT"  "  :NE 

XT  G  :G=6  :GOSUB  1700  :REM 
<~  20  SPACES 
1050  B$=""  :GET  B$  :IF  B$=""  THEN  10 

50 

1060  IF  ASC(B$)=13  THEN  1050 

1070  PRINT  B$;",";  :IF  B$="0"  THEN  B 

=0  :GOTO  1090 
1080  B=VAL(B$)  :IF  B<1  OR  B>9  THENlP 

RINT"{02  LEFT}   {02  LEFT}" 


;  :GOTO  1050 
1090  A$=""  :GET  A$  :IF  A$=""  THEN  10 

90 
1100  IF  ASC(A$)=13  THEN  1090 
1110  PRINT  A$  :IF  A$="0"  THEN  A=0  :G 

OTO  1140 
1120  A=VAL(A$)  :IF  A<1  OR  A>9  THEN  1 

030 
1130  REM  ****  GET  DIRECTION 
1140  G=8  :GOSUB  1700  :PRINT"DIRECTIO 

N:"  :PRINT  :PRINT  TAB ( 20) ; 

"  {LEFT}"; 
1150  GET  D$  :IF  D$=""  THEN  1150 
1160  IF  ASC(D$)=13  THEN  1150 
1170  PRINT  D$  :D=VAL(D$)  :IF  D<1  OR  * 

D>8  THEN  1140 
1180  REM  ****  CHK  IF  GOOD  INFO  INPUT 

1190  WT=TI  :IF  B<>L{WP,2)  THEN  1230 

1200  IF  A<>L(WP,1}  THEN  1230 

1210  IF  D=L(WP,3)  THEN  1360 

1220  REM  ****  CHK  IF  A  DOUBLE  MAY  EX 

1ST 
1230  X=A+1  :Y=B+1  :G=LEN (W$ (WP) ) -1  : 

IF  M(Y,X)<>ASC(LEFT$(W$ (WP 

) ,1))  THEN  1300 
1240  X9=0  :FOR  N=2  TO  G  :GOSUB  1550  " 

:IF  X<1  OR  X>10  THEN  1270 
1250  IF  Y<1  OR  Y>10  THEN  1270 
1260  IF  M(Y,X)=ASC(MID$(W$ (WP) ,N,1) ) 

THEN  1280 
1270  X9=l  :N=G 

1280  NEXT  N  :IF  X9=0  THEN  1360 
1290  REM  ****  BAD  START/DIR  -  NO  SCO 

RE 
1300  G=6  :GOSUB  1700  rPRINT  SPC(14); 
:B$=STR$(L(WP,2) )  :A$=STR 

${L(WP,1)) 
1310  PRINT  RIGHT$ (B$,LEN(B$)-1) ;","; 

RIGHT$ (A$,LEN(A$)-1) 
1320  G=10  :GOSUB  1700  :PRINT  SPC(13) 

*  L  (WP  3) 
1330  G  =  12  :GOSUB  1700  :  PRINT" '*";  SPC  ( 

13);""" 
1340  G=13  :GOSUB  1700  :PRINT"J  {REV} 

NO{OFF},  CORRECT  K"  :GOTO  " 

1420 
1350  REM  ****  GOOD  ANSWER  -  GET  SCOR 

E 

1360    IF   WT<(SL*60)     THEN   WS=100     :GOTO 

1390    :REM    < —    MAX    SCORE 
1370    IF   WT>(SL*1200)    THEN   WS=10     :GOT 

0    1390    :REM    < —   MIN    SCORE 
1380   WS=5+INT( ( (SL*1200)-WT)/60) 
1390   G=12    :GOSUB    1700    tPRINT""" 
1400   G=13    :GOSUB    1700    :PRINT"J    {REV} 


March,  1982.  Issue  22 


COMPUTE! 


77 


YESlOFF} ,";WS; "POINTS"  : TS 

=TS+WS 
1410  REM  ****  UPDATE  TOTAL  SCORE 
1420  G=18  :GOSUB  1700  :PRINT"{07  HI 

G  RIGHT}";TS 
1430  FOR  X=l  TO  1000  :NEXT  X  :GOTO 

960 
1440  REM  ****  END  GAME  **** 
1450  PRINT" {HOME} {15  DOWN}"  :REM  <- 

-  DOWN  15 
1460  FOR  X=l  TO  6  :PRINT" 

"  :NEXT  X  :REM  < —  12  SPA 

CES 
1470  FOR  G=-2  TO  13  iGOSUB  1700 
1480  PRINT"  "  :NEXT 

--  G  :REM  17  SPACES 
1490  PRINT" {HOME} {20  DOWN}PLAY  AGAI 

N   (Y  OR  N)  ?"  :REM  < —  DOWN 
20 
1500  R$=""  :GET  R$  :IF  R$=""  THEN  1 

500 
1510  IF  R$="Y"  THEN  90 
1520  IF  R$<>"N"  THEN  1500 
1530  END 
1540  REM  ****  SUBR  TO  INCR  COORDINA 


TES  IN  DIR 
1550  ON  D  GOTO  1560,1570,1580,1590, 
1600,1610,1620,1630 


1560  y=y-i 

1570  X=X+1 

: RETURN 

1580  X=X+1 

1590  Y=Y+1 

: RETURN 

1600  Y=Y+1 

1610  X=X-1 

: RETURN 

1620  X=X-1 

1630  Y=Y-1 

: RETURN 

1640  REM  ****  SUBR 

FOR  BOX  TOP/BOTT 

OM 
1650  PRINT"{03  RIGHT}";  :IF  Y=l  THE 

N  PRINT;;0";  :G0T0  1670 
1660  PRINT"-"; 
1670  FOR  X=0  TO  S-1  :PRINT"@";  :NEX 

T  X  :IF  Y=l  THEN  PRINT"^"  : 

RETURN 
1680  PRINT"="  : RETURN 
1690  REM  ****  SUBR  TO  POSITION 
1700  PRINT" {HOME} "TAB(20) ;  : FOR  X9= 

1  TO  G+3  :PRINT" {DOWN}";  :N 

EXT  X9  : RETURN 


WARLOCK'S 
REVENGE 


NEW  FROM 


Synergistic 
Softivare 


AN  EXCITING  ATARI*  HIGH-RES  ADVENTURE  GAME 


SYNERGISTIC  SOFTWARE 

5221  120th  Ave.  S.E. 

Bellevue,  Washington  98006 

(206)226-3216 


Over  100  high  resolution  pictures  in  this 
two  disk  adventure,  guide  you  to  treasure  as 
well  as  dangers.  As  you  explore  caverns  and 
castles  you  use  your  various  skills  to  obtain 
the  riches  therein,  while  eluding  the  pitfalls 
and  creatures  that  abound.  You  provide  the 
Atari.  Warlock's  Revenge  provides  the 
challenge  Requires  at  least  a  4()K.  400  SOO 
with  Atari  Basic  and  disk,  $35.00 

Available  for  the  Apple  II  Computer 

as  Oldorf's  Revenge 
from  Highlands  Connputer  Services 


ATARI*  400/800  are  trademarks  of 
Atari  Computers  Inc. 


78 


COMPUTEI 


Count  The  Hearts 


Christopher  J.  Flynn 
Herndon,  VA 


March.  1982.  Issue  22 


"C'ounl  the  Hearts"  is  a  VK'  program  which  will 
help  vou  to  develop  your  child's  coiiiuing  skills. 
VIC  will  display  a  certain  number  of  hearts  on 
\'our  television  screen.  Ask  your  child  to  coinit 
I  hem.  II  your  child  can  correctly  count  tlie  hearts, 
he  or  she  will  be  rewarded  by  a  duet  of  chirping 
birches.  Otherwise,  ...  To  challenge  older  children, 
you  can  place  a  limit  on  the  dme  VIC  allows  for  a 
response. 

Once  it  is  .set  up,  no  reading  is  required  to  plav 
**Count  the  Hearts."  However,  preschoolers  will 
probably  need  you  to  help  them  with  the  keyboard. 

Setting  Up 

When  you  Hrst  start  "Count  the  Hearts,"  it  will  ask 
you  for  a  range  of  numbers  and  a  time  limit. 

Vou  can  tailor  the  game  to  your  child's  counting 
skills  by  trying  different  ninnber  ranges.  For  ex- 
ample, you  may  want  to  start  with  numbers  between 
one  and  five.  Gradually,  a  child  will  work  up  to 
counting  up  to  ten.  If  you  notice  difficulties  with 
some  numbers,  you  might  want  to  work  within  that 
range  (say  from  six  to  nine). 

Here  is  how  VIC  will  ask  you  to  set  the  number 
range: 

1.  VIC:  will  display: 

EN IKR  XUMBKR  RANGE 
LOW  NUMBER  (1)? 

2.  Yoti  should  type  in  the  low  number  in  the 
range  (don't  forget  to  hit  RETURN).  If  you 
Just  hit  RETURN.  \  K^  will  use  one  as  the  low 
number. 

3*  Next  VIC  will  ask: 

HIGH  NUMBER  (9)? 
4.  Now'  type  in  the  high  number.  Again,  il  y<JU 
just  hit  RETURN,  VIC  will  use  nine  as  the 
high  ninnber. 

VIC  will  make  sure  that  your  low  ninnber  is  leally 
lower  than  your  high  number.  It  will  also  make 
sure  that  neither  number  is  greater  than  484.  Why 
484?  Well,  that's  how  manv  spaces  are  left  on  the 
screen  for  displaying  the  hearts. 

The  time  limit  gives  vou  a  wav  to  speed  up 
"C*otnU  the  Hearts."  If  you  don't  take  a  guess  at 
how  many  hearts  there  are  within  the  time  Hunt, 
then  VIC  will  let  you  know  that  time's  u|).  \'1(;  will 
then  just  start  another  game. 

VIC  will  ask  you  for  the  time  limit: 


5.  VIC  will  dis|:)lav: 

TIMELUMII  FERSET 

SECONDS  (120)? 
6*  Type  in  the  number  of  seconds  vou  want  to 
use  for  the  time  limit.  If  you  just  type  RE- 
TURN\  Vie;  will  set  the  time  limit  to  120 
seconds  or  two  minutes. 

By  the  wav.  if,  in  anv  of  the  above  steps,  \'l(^  didn't 
inidei  stand  your  response,  it  will  either  ask  the 
cjuestion  again  or  ask  you  to  repeat  your  response. 

Counting  Hearts 

O.K.  The  television  screen  goes  blank  for  just  an 
instant.  In  that  brief  instant  VlC;  is  de(  iding  how 
many  hearts  it  will  ask  you  to  count.  4  hen,  one  by 
one,  VIC  displays  the  hearts  at  ratulom  hnations 
on  the  television  screen.  As  it  shows  each  new 
heart,  VIC  savs  in  a  deep  voice,  '*BEEP!".  Notice 
how  VIC  paints  the  hearts  in  differetu  colors. 
Now  VIC  will  ask: 

HOW  MANY  HEARTS  ? 

Ask  your  child  to  count  them.  Type  in  the  number 
(don't  forget  RETURN  I)  and  see  what  happens. 
What  happens  if  your  child  gives  the  right  answer? 
How  about  a  wrong  answer?  What  is  vour  child's 
reaction? 

\'IC  will  start  a  new  game  when  the  right 
answer  is  typed  in  or  when  time  runs  out  and 
nothing  has  been  heard  from  the  keyboard.  VIC  is 
very  patient  with  small  folks  learning  to  c otmt. 
When  a  wrong  answer  is  given,  VIC  just  resets  its 
tinier  and  gives  yoii  anotlier  try. 

Scoring 

When  you  are  finished  playing  "Couiu  tlie  Hearts", 
just  hit  the  Fl  key  iti  rei)ly  to  the  "HOW  MANY 
HEARTS  ?"  qtiestion.  VK'  will  |)romptly  clear  the 
screen  and  tell  you: 

-  how  many  games  were  played 

-  how  many  correct  answers  there  were 

-  how*  many  wiong  answers  there  were 

-  how  many  times  the  [Dlayer  ran  out  of  lime 

By  keeping  track  of  tlie  number  range  (VI(^  shows 
vou  the  range  vou  u.sed)  and  the  scores,  vou  cnn 
note  votu  child's  progiess.  For  example,  do  you 
notice  a  little  slowness  in  vour  child's  learning  to 
count  })ast  len?  We  did.  That  seems  to  be  the  upper 
limit  for  our  om^  three  vear  old  for  a  while. 


Rocket  Raiders 


Our  High  Quality  Software  Is  More  Than  A 
Stroke  Of  Genius...  It's  A  Work  Of  Art. 


D  PM  EDITOR:  by  Dennis  Zander  (Atan.  16K) 

Create  your  own  fast  action  graphics  game  for  the 
Alan  400  or  800  using  its  player  missile  graphics  fea- 
tures By  using  pSayer  data  stored  as  stnngs,  players  can 
be  moved  or  changed  (for  animation)  at  machine  lan- 
guage speed  All  this  is  done  with  string  vartabies 
(P0|(Y)=SH1P4).  This  program  is  designed  to  permit 
creation  of  up  to  4  players  on  the  screen,  store  them  as 
string  data  and  then  immediately  try  them  out  m  the 
demo  game  included  m  the  program  Instructions  for 
use  in  your  own  game  are  included  PM  EDITOR  was 
used  to  create  the  animated  characters  m  ARTWORX 
RINGS  OF  THE  EMRREandENCOUNTER  AT  QUEST AR IV. 
PRICE  $29.95  cassette  $33.95 diskette 

D  ROCKET  RAIDERS  by  Richard  Petersen  (Atari  24 K) 
Defend  your  asteroid  base  agamsl  pulsar  bombs,  roc 
kets,  lasers,  and  the  dreaded  'stealth  saucer"  as  aliens 
attempt  to  penetrate  your  protective  force  field  Precise 
target  sighting  allows  you  to  fire  at  the  enemy  using  mag- 
netic impulse  missiles  to  help  protect  your  colony  and 
its  vital  structures 
PRICE  $19.95  cassette  $23.95  diskette 

n  INTRUDER  ALERTl  by  Dennis  Zander  (Atan  16K) 

This  IS  a  fast  paced  action  game  in  which  you  must 
escape  from  the  'Dreadstar'  with  the  secret  plans. 
The  droids  are  after  you  and  you  must  find  and  enter 
your  ship  in  order  to  escape,  If  you  fail,  the  rebellion 
(s  doomed   PRICE         $16.95  cassette  $20.95 diskette 

OTHE  RINGS  Of  THE  EMPIRE:  by  Dennis  Zander 

(Atari  \e<i 
The  Empire  r;as  developed  a  senes  ol  battle  stations 
protected  by  one  or  more  rings  of  energy  You  must  det. 
troy  these  weapons  by  attacking  them  in  your  Ywmg 
fighter  armed  with  Zydon  torpedoes.  Each  time  you 
blast  through  the  rings  and  destroy  the  station  the 
Empire  develops  a  new  station  with  more  protective  rings. 
PRICE  $16.95 cassette  $20,95diskette 

D  FOREST  FIRO:  by  Richard  Petersen  (Atari,24K> 

Using  excellent  color  graphics,  your  Atan  is  turned  in- 
to a  fire  scanner  to  help  vou  direct  ooerations  to  contain 
a  forest  fire  You  must  compensate  for  changes  in  wind, 
weather  and  terrain  Not  protecting  valuable  property 
can  result  in  startling  penalties  Life-like  variables  make 
FOREST  FIRE  a  very  suspenseful  and  challenging  simu 
lation    PRICE  $  16,95  cassette  $20.95  d  iskette 

D  PILOT:  by  Michael  Piro  (Atari,  16K) 

Pilot  your  small  airplane  to  a  successful  landing  using 
both  joysticks  to  control  throttle  and  attack  angle  PILOT 
produces  a  true  perspective  rendition  of  the  runway, 
which  IS  constantly  changing  Select  from  two  levels  of 
pilot  proficiency 
PRICE  $16.95 cassette  $20.95 diskette 

n  ALPHA  RGHTIR:  by  Douglas  McFarland  (Atari,  16K) 
Consisting  of  two  different  programs.  ALPHA  FIGHTER 
requires  you  to  destrov  the  aTen  starships  As  you 
become  more  successful,  the  games  get  harder  and 
and  harder  PRICE  $14.95 cassette  $18.95d«skette 

a  GIANT  SULOM:  by  Dennis  Zander  (Atari,  16K) 

Bring  the  Winter  Olympics  toyour  computer  anytime  of 
the  year*  Use  the  joystick  to  guide  your  skiers  path 
down  a  giant  slalom  course  consisting  of  open  and 
closed  gates  Choose  from  three  levels  of  difficulty. 
Take  practice  runs  or  compete  against  from  two  to 
eight  additional  skiers 
PRICE  $15,95cassette  $19.95 diskette 

a  HODGE  POOGE:  bv  Marsha  Meredith 

(Apple 48K,  Applesoft  or  Integer  BASIC) 
This  captivating  program  IS  a  ma  r\'elou  si  earn  ing  device 
for  children  from  18  months  to  6  years,  HODGE  PODGE 
consists  of  many  cartoons,  animations  and  songs  which 
appear  when  any  key  on  the  computer  is  depressed.  A 
must  for  any  family  containing  young  children  and  an 
Apple. 
WCE $l9.95diskette 

n  STUD  POKER:  bv  Jerry  White  (Atan.  16K) 

This  IS  the  classic  gambler's  card  game  Vou  will  find 
the  computer  to  be  a  worthy  opponent  who  occasionally 
bluffs  but  never  cheats!  STUD  POKER  employs  all  of  the 
Atari's  sound,  color  and  graohics  capabilities, 
PRICE ,  $14.95 Cassette $18.95 diskette 


-  TYPE-'N-TALK* 


ARTWORX  IS  ottering  the  fantastic  TYPE- 'N -TALK'" 
from  Vortrax"  This  easy-to-use  unit  connects  to  your 
computer's  serial  port  Text  is  automatically  translated 
into  electronic  speech  enabling  the  TYPE- 'N -TALK'" 
hobbyist  to  use  and  en(oy  it  immediately 
PRICE  $329.00 

The  following  ARTWORX  programs  are  available  for 
TYPE-N-TALK 

STUD  POKER  (Atan.24K)       .       $16.95  cassette 

$20,95  diskette 
TEACHER'S  PET  ( Ata  ri.  24  K ;  North  Sta  r )  $  16,95/  $20.95 
SRIDGE2,0  (Atari.  24K:  North  Star)  $19.95  /  $23.95 
NOMINOES  JIGSAW  (Atari,  24K)  $17.95  /  $21.95 

Please  specify    TNT"  version  when  ordering  programs 

D  CRANSTON  MANOR  ADVENTURE:  by  Larry  Ledden 
(Atari,  North  Star  and  CP/M) 

You  must  enter  mysterious  Cranston  Manor  and  attempt 
tocotlect  its  many  treasures  This  extemely  challenging 
program  will  provide  you  with  many  hours  (days')  of 
adventure  The  program  may  be  interrupted  at  will  and 

ou  f  Stat  us  saved  onto  the  d  i  skette 

RICE  $21.95  diskette 

a  BLOCKADE:  by  Edward  Schneider  (Atari,  16K) 

Every  games  library  needs  Blockade  program,  and  this 
IS  one  of  the  best  Choose  from  three  levels  of  diffi- 
culty and  play  against  another  person  or  by  yourself 
against  the  clock 


HI 


P% 


ICE 


$14.95 cassette  $18.95 diskette 


D  TEACHER'S  PET:  by  Arthur  Walsh  (Atari  Apple, 

TRS  80,PET,  North  litar  and  CP  M(MBASIC)  systems) 
This  IS  an  introduction  to  computers  as  well  as  a  learn 
ing  tool  for  the  young  computenst  (ages  3  7)  The  pro 
gram  provides  counting  practice,  letter  word  recognition 
and  three  levels  of  math  skills 
PRICE  $  14.95 cassette  $18.95 diskette 

D  FORM  LETTER  SYSTEM:  (Atan,  North  Star  and  Apple) 
This  iS  the  ideal  program  (or creating  personalized  form 
letters'  FLS  employs  a  simpieto  use  text  editor  for  pro 
ducing  fully  justified  letters  Addresses  are  stored  in  a 
separate  file  and  are  automatically  inserted  into  your 
form  letter  along  with  a  personalized  salutation.  Both 
letter  files  and  address  files  are  compatible  with  ART- 
WORX MAIL  LIST  3  Oand  TEXT  EDITOR  programs 
PRICE  $39.95  diskette 

DTEJtT  EDITOR:  (Atari  and  North  Star) 

This  program  is  very  User  friendly'  yet  employs  all 
essential  features  needed  for  serious  lexl  editing  wrth 
minimal  memory  requirements  Features  include  com 
mon  sense  operation,  two  different  lustification  techni 
Ques,  automatic  ime  centering  and  straightforward 
lestt  merging  and  manipulation  TEXT  EDITOR  files  are 
compatiblewith  ARTWORX  FORM  LETTER  SYSTEM 
PRICE  $39.3Sdiskette 


ARTWORX  SOFTWARE  COMPANY 

150  North  Main  Street     Fairport,  NY  14450 


a  MAJL  LIST  3.0;  (Atan,  Apple  and  North  Star) 

The  very  popular  MAIL  LIST  2  2  has  now  been  up* 
graded  Version  3,0  otters  enhanced  editing  capabilities 
to  complement  the  many  other  features  which  have  made 
this  program  so  popular,  MAIL  LIST  is  unique  in  its 
ability  to  store  a  maximum  numt>er  of  addresses  on  one 
diskette  (typically  between  1200  and  2500  names!). 
Entnes  can  be  retrieved  by  name,  keyword(s)  or  by  zip 
codes  They  can  tie  written  to  a  printer  or  to  another 
file  for  complete  file  management  The  program  pro- 
duces 1.  2  or  3  up  address  labels  and  will  sort  by  zip 
code  (5  or  9  digits)  or  alphabetically  (by  last  name)  Files 
are  easily  merged  and  MAIL  LIST  will  even  find  and 
delete  duplicate  entries!  The  address  files  created  with 
MAIL  LIST  are  completely  compatible  with  ARTWORX 
FORM  LETTER  SYSTEM 
PRICE  $49.95  diskette 

a  THE  VAULTS  OF  ZURICH:  by  Felix  and  Ted  Herlihy 
(Atari.  24K.  PET) 
Zurich  is  the  banking  capital  of  the  world  The  rich  and 
powerful  deposit  their  wealth  m  its  famed  impregnable 
vaults.  But  you.  as  a  master  thief,  have  dared  to  under- 
take the  boldest  heist  of  the  century  You  will  journey 
down  a, maze  of  corridors  and  vaults,  eluding  the  most 
sophisticated  security  system  m  the  world.  Tour  goal  is 
to  reach  the  Chairman's  Chamber  to  steal  the  most  trea- 
sured possession  of  all:  THE  OPEC  OfL  DEEDS! 
PRICE    .  $2 1.95 cassette    $25.95  diskette 

□  BRIDGE  2.0  by  Arthur  Walsh  (Atari  (2dK).  Apple 
TRSSO.  PET,  North  Star  and  CP/M  (MBASIC) systems) 
Rated  nl  by  Creative  Computing,  BRIDGE  2  0  is  the 
only  program  that  allows  you  to  botn  bid  for  the  contract 
and  play  out  the  hand  (on  defense  or  offense!)  interest- 
ing hands  may  be  replayed  using  the  duplicate"  bridge 
feature  This  is  certainly  an  ideal  way  to  finally  learn  to 
play  bridge  or  to  get  into  a  game  when  no  other  (human) 
players  are  available 
PRICE  $17.95 cassette  $21.95diskette 

D  ENCOUNTER  AT  QUESTAR  IV;  by  Douglas  McFarland 

(Atari.  24K) 
As  helmsman  of  Rikar  starship,  you  must  defend 
Questar  Sector  IV  from  the  dreaded  Zentanans,  Using 
your  plasma  beam,  hyperspace  engines  and  wits  to  avoid 
Zentarian  mines  and  death  phasers,  you  struggle  to  stay 
alive,  This  BASIC/ Assembly  level  program  has  super 
sound,  full  player  missile  graphics  and  real  time  action 
PRICE  $23.95 cassette  $27.95dtskette 

D  THE NOMINOES  JIGSAW  PUZZLE: 

byC  Minns/B.  Brownlee  (Atari.  2AK.  TRS-80,  and  Apple) 
We  quote  "A  bramteaser  supreme.  .  the  concept 
of  NOMINOES  JIGSAW  is  bnllant  this  video  iigsaw 
game  is  so  clever  and  completelv  original  that  only 
the  most  hardhearted  puzzle  hater  could  fail  to  be  charm- 
ed.'-ELECTRONIC  GAMES  MAGAZINE 
PRICE  $17.95  cassette  (also  available  for  TRS  80  color 
computer)  $2L95diskette 


Highest  Quality 

Software*. 

Guaranteed. 


(716)425-2833 
Call  ARTWORX  toll-free  number  to  order  direct:  -  -  •  • 


800-828-6573 


In  New  York,  Alaska,  Hawaii  call:  (716)-425-2833 


All  orders  are  processed  and  shipped  within  48  hours. 


Shipping  and  handling  charges: 

Within  North  America:  Add$2,00 

Outside  North  America:  Add  10%  {Air  Mail) 

New  York  State  residents  add  7%  sales  tax. 

Quantity  Discounts: 

Deduct  10 '   when  ordermg  3  or  more  programs 

Ask  for  ARTWORX  at  your  local  computer  store. 


Write  for  FREE  Catalogue 
listing  more  information 
about  these  and  other 
quality  ARTWORX  programs. 


•ATARI,  APPLE.  TRS-SO,  PET.  NORTH  STAR,  CP/M,  and  TYPEN  TALK  are  resisted  tradenames  and^or  trademarks 


80 


COMPUTE! 


Morch.  1982  Issue  22 


Hints 

\'ou  probably  clont  need  to  be  reminded  that  the 
attention  span  oi  preschoolers  is  not  long.  I  \\  to 
move  on  to  anotiier  activity  before  your  child  gets 
bored  and  begins  to  act  silly.  \'on  want  vom  cliild  to 
I  enieinber  counting  as  something  that  is  fun  to  do. 

One  way  for  you  to  hel|)  beginners  is  for  you 
to  point  to  the  liearts  very  slowly  one  by  one.  Let 
your  child  count  them  as  you  point  to  them,  (irad- 
ually  your  child  will  take  over  the  pointing.  And, 
before  vou  know  it,  your  t  hild  will  be  typing  in  the 
nLHubet  s  on  the  keyboard!  Experiment.  Try  out 
diffeient  arrangements.  What  works  best  for  vou? 

The  program  w  ill  run  on  a  standard  \\C 
withota  memory  expansion.  If  yoti  need  to,  vou 
should  be  able  to  modify  Count  the  Hearts  withoiu 
too  much  ttouble. 

Now  votfre  ready  to  play  t>(>unt  the  Heaits"! 
But  remember,  to  stop  the  game  and  see  your  scoi  e, 
all  ytju  need  to  do  is  press  the  Fl  kev.  Have  Itnr. 

Program  1:  Microsoft  Version 

100  REM  VIC-20 

110  REM  COUNT  THE  HEARTS 

120  REM  VI. 0  7/81 

130  REM 

200  REM 

210  REM  HEARTS. BEGIN 

220  GOSUB  30000 

230  REM  PLAY  GAMES 

240  GOSUB  1000 

250  IF  Q=0  THEN  240 

260  REM  HEARTS. END 

270  GOSUB  31000 

280  END 

1000  REM  PLAY  GAMES 

1010  PRINT  CHR$  (147) 

1020  REM  DISPLAY  HEARTS 

1030  N=LO+INT( (HI-L0+1)*RND(1) ) 

1040  FOR  1=1  TO  N 

1050  P=INT(484*RND(1) ) 

1060  CL=INT(8*RND(1) ) :IF  CL=1  THEN  1 

060 
1070  IF  PEEK (VA+P)=83  THEN  1050 
1080  POKE  VA+P,B3 
1090  POKE  CA+P,CL 
1100  POKE  VL,15 
1110  POKE  S2,200 
1120  FOR  Z=l  TO  400:NEXT 
1130  POKE  S2,0:POKE  VL,0 
1140  NEXT  I 
1150  G=G+1:REM  GAMES 
1160  PRINT  CHR$  (19)  ', 
1170  FOR  I=1T021:PRINT"  ";:NEXT 
1180  PRINTCHR$(19) p^HOW  MANY  HEARTS  " 


1190  REM  GET  RESPONSE 

1200  GOSUB  3000 

1210  IF  R$="QUIT"  THEN  Q=1:RETURN 

1220  IF  R$="TIME"  THEN  GOSUB  9000:RE 

TURN 
1230  REM  O.K.? 
1240  R=VAL(R$) 
1250  IF  RON  THEN  GOSUB  5000:GOTO  11 

60 
1260  IF  R^N  THEN  GOSUB  7000 
1270  RETURN 

3000  REM  TIMED  RESPONSE 
3010  T1==TI  +  SC*60 
3020  R$="" 
3030  REM  TRY  A  KEY 
3040  GET  A$ 

3050  IF  TI>T1  THEN  R$="TIME" : RETURN 
3060  IF  A$=""  THEN  3040 
3070  IF  ASC(A$)=133  THEN  R$="QUIT":R 

ETURN 
3080  IF  ASC(A$)=13  THEN  RETURN 
3090  IF  ASC(A$)=20  AND  LEN(R$)>0  THE 

N  GOSUB  3300:R$==LEFT$  (R$,  ( 

LEN(R$)-1) ) :GOTO3040 
3095  IF  ASC(A$)=20  THEN  3040 
3100  PRINT  A$; 
3110  IF  A$<"0"  OR  A$>"9"  THEN  GOSUB  '^ 

3300:GOTO  3040 
3120  R$=R$+A$ 
3130  GOTO  3040 
3300  REM  BACKSPACE 
3310  PRINT  CHR$ (157) f 
3  320  PRINT  "  "; 
3330  PRINT  CHR$ (157) ; 
3340  RETURN 
5000  REM  WRONG 
5  010  WR=WR+1 
5030  REM  UFO-VARIATION 
5  040  POKE  VL,15 
5050  FOR  L=l  TO  15 
5060  POKE  SB, 42 
5070  FOR  M=200  TO  220+L*2 
5080  POKE  S3,M 
5090  NEXT  M 
5100  POKE  SB, 25 
5110  FOR  Z=1T0  25:NEXT  Z 
5120  NEXT  L 

5130  POKE  VL,0:POKE  S3,0 
5140  POKE  SB, 27 
5150  RETURN 
7000  REM  RIGHT 
7010  RI=RI+1 

7020  REM  BIRDS  VARIATION 
7025  PRINT  CHR$(19);:F0R  Z=l  TO  21:P 

RINT  "  "; :NEXT  Z 
7030  POKE  VL,15 
7040  FOR  L=l  TO  20 
7050  PRINT  CHR$ (19) ;SPC(5) ;CHRS (106) 

;CHR$(113) ;CHR$(107) ; 


=  Santa  Cruz  Educational  Software  *  Tricky  Tutorials  *  Santa  Cruz  Educational  Software  *  Tricky  Tutorials  *  Santa  Cruz  Educational  Software  *  Tricky 

B  -i 

I     ATARI  (tm)  GRAPHICS  AND  SOUND  MADE  EASY!  I 

I       SANTA  CRUZ  EDUCATIONAL  SOFTWARE  HAS  WRITTEN  A  SERIES  OF  AFFORDABLE  PROGRAMS  THAT  DEMONSTRATES  MANY  OF  THE  ^ 

I       SPECIAL  ''TRICKS''  THAT  ONLY  THE  ATARI  400/800  COMPUTER  IS  CAPABLE  OF  DOING.  WE  OFFER  EVERYTHING  FROM  A  PROGRAM  ^ 

■5       THAT  DOES  FANTASTIC  HIGH  RESOLUTION  GRAPHICS  TO  ONE  THAT  ACTUALLY  DIALS  YOUR  PHONE.....  ;; 

a  •••••••••••••••••••••••••••••••••••••••••••••••••••  I 


MASTER  MEMORY  MAP(lm)  -  This  is  really  the  key  to  us- 
ing the  ATARIS  capabilities  We  start  out  by  explaining 
flow  to  PEEK  and  POKE  values  into  memory  so  that  even 
new  prograrrmers  can  use  thts  Then  we  give  you  over  1 5 
pages  of  the  memory  locations  that  are  the  most  useful ,  The 
information  is  condensed  from  both  the  ATARI'S  Operalmg 
System  Manual  and  var«ous  articles  and  programs.  It  is.  of 
course,  useful  even  for  experienced  programmers  as  a 
reference  Also  we  highly  suggest  that  dealers  offer  this 
Memory  Map  to  customers  wno  request  to  be  told  how  to 
use  the  power  o!  the  machine  We  guarantee  it  will  answer 
many  ot  the  questions  you  have  about  the  machine, 

S6.95 

TRICKY  TUTORlALS(tm) 

#1:  DISPLAY  LISTS  -  This  program  leaches  you  how  to 
alter  the  program  in  the  ATARI  that  controls  the  format  of 
the  screen,  For  example;  when  you  say  graphics  8  the 
machine  responds  with  a  large  graphics  8  area  at  the  top  of 
the  screen  and  a  small  text  area  at  the  bottom  Now  you 
will  be  able  to  mix  tne  various  modes  on  ihe  screen  al  the 
same  time  Just  think  how  nice  your  programs  could  look 
with  a  mix  of  large  and  small  text,  and  both  high  and  low 
resolution  graphics,  this  program  has  many  examples  plus 
does  all  of  the  difficult  caluculations' 

12:  HORiZONTAL/VERITCAL  SCROLLING  -  The  inform- 
ation you  put  on  the  screen,  either  graphics  or  text,  can  be 
moved  up ,  down  or  sideways  This  can  make  some  nice  ef- 
fects You  could  move  only  the  text  on  the  bottom  half  of  the 
screen  or  perhaps  create  a  map  and  then  move  smoothly 
over  it  by  using  the  joystick 

#3:  PAGE  FLIPPING  -  Normally  you  have  to  redraw  the 
screen  every  time  you  change  the  picture  or  text  Now  you 
can  learn  how  to  have  the  computer  draw  the  next  page  you 
want  to  see  while  you  are  still  looking  at  the  previous  page, 
then  flip  to  it  instantly  You  won't  see  it  being  drawn,  so  a 
complicated  picture  can  seem  to  just  appear  Depending  on 
your  memory  size  and  how  complicated  the  picture,  you 
could  flip  between  many  pages,  thus  allowing  animat*on  or 
other  special  effects  with  your  text 

#4:  BASICS  OF  ANIMATION  -  Shows  you  how  to  animate 
simple  shapes  using  the  PRINT  and  PLOT  commands,  and 
also  has  nice  little  PLAYER/MISSILE  Graphics  demo  to 
learn  This  would  be  an  excellent  way  to  start  making  your 
programs  come  alive  on  the  screen  Recommended  for  new 
owners 

#5  PLAYER  MISSILE  GRAPHICS  -  This  complex  subject  is 
demonstrated  by  starting  with  simple  examples,  and 
building  up  to  a  complete  game  and  also  an  animated 
'  business  chart  on  multiple  pages'  As  always,  the  computer 
does  most  of  the  calculations,  Reauires  32K  disk  or  tape 
and  costs  S29.95 

#6;  SOUND  —  From  explaining  how  to  create  single  notes, 
to  demonstrating  complex  four  channel  sound  effects,  this 
newest  tutorial  is  great  Even  tnose  experienced  with 
ATARI  s  sound  capabilities  will  find  the  menu  of  sound  ef- 
fects a  needed  reference  that  can  be  used  whenever  you 
are  in  tne  need  of  a  special  sound  for  your  programs 
Everyone  will  learn  something  new!  Written  by  Jerry 
White 


Tricky  Tutorials  (except  #5)  require  16K 
memory  for  cassette  orders  and  24K  for  disk. 
Ttie  price  is  Si9,95each.  You  may  order 
1,2,3,  &  4  for  S64.95.AI[  six  in  a  colorful 
binder  cost  S99.95. 


THE  GRAPHICS  MACHINE!!  -  Turn  your  computer  into  an 
incredible  graphics  tool  wilh  advanced  commands  like  cir- 
cle box.  fill,  polygon  line,  heip,  etc  3  colors  in  graphics  8 
with  instant  text'"  Create  colorful  business  charts  or 
beautiful  drawings  and  then  save  or  retrieve  them  from 
disk  in  5  SECONDS  YES,  it's  that  fast  Needs  all  4BK, 
disk,  and  costs  S19.95 


HSCaSESiQsCflaQi 


MINI-WORD  PROCESSOR  -  This  is  for  those  of  you  who 
have  a  printer,  but  don  t  want  to  spend  Si  00  or  more  for  a 
fancy  word  processor  it  is  suitable  for  simple  editing  of 
text,  accepts  most  control  characters  for  your  printer,  and 
text  IS  stored  on  disk  for  easy  retrieval.  Holds  2'/?  typed 
pages  at  a  time  Requires  32K.  disk  or  tape.$|9.95 

BOB'S  BUSfNESS  -  ^4  smalt  business  type  programs  for 
home  or  office,  all  chosen  from  a  n:ce  menu  Supports 
printed  output  169  sectors  of  output  require  16K  tape,  or 
32Kdisk  $14.95 


KID'S  #1  "  Includes  the  following  \]  TREASURE  - 
search  for  the  lost  treasure  vi/hile  trying  to  keep  from  failinq 
into  the  sea  fJice  graphics  if  you  find  it'  2)DIAL0GUE  — 
talk  back  to  the  comouter  about  four  subjects:  3)  MATH 
QUIZ  —  H\ce  musical  and  graphical  revifards  for  good 
scores  Parents  tnput  the  level  of  difficulty 

KID'S  #2  -  A  spelling  quiz,  a  scrabble  '  type  game,  and 
a  version  of  Touch  with  the  computer  giving  all  the  direc- 
tions' Both  Kids  programs  require  16K  tape  or  24K  disk 
and  cost  SI 4.95  each 

MINI-OATABASE/OIALER  -  This  unique  new  orogram 
stores  and  edits  up  to  8  lines  of  information  such  as  name, 
address,  and  phone  numbers,  or  messages,  inventories  or 
anything  you  want  It  has  the  usual  sort,  search,  and  print 
options,  but  It  also  has  an  unusual  feature  if  your  files  m- 
elude  phone  numbers  and  you  have  a  touch-tone  phone, 
the  program  will  DIAL  THE  PHONE  NUMBERS  FOR  YOU' 
This  IS  perfect  for  Ihose  who  make  a  lot  of  calls  like 
salesmen  teens,  or  those  trying  to  get  through  to  busy 
numbers  {acts  as  an  auto-redialer)  It  is  also  a  lot  of  fun  to 
use  Requires  16K  cassette  or  24K  disk  and  costs  S24.95 

FONETONE  -  For  those  who  only  want  to  store  name  and 
pnone  numbers  and  have  the  dialer  feature  as  above,  we 
offer  this  reduced  version  Same  memory  requirements, 
but  only  costs  S14.95.  Dont  forget  you  must  havea  touch- 
tone  phone 

PLAYER  PIANO  -  Turns  your  keyboard  into  a  mini-piano 
and  more  Multiple  menu  options  provide  the  ability  to 
create  your  own  songs,  save  or  load  data  files  using 
cassette  or  diskette,  ftx  or  change  any  of  up  to 400  notes  in 
memory,  and  play  all  or  part  of  a  song  The  screen  displays 
the  keyboard  and  indicates  each  key  as  it  is  played  from  a 
data  fife  or  the  notes  you  type.  You  don't  have  to  be  a  musi- 
cian to  enjoy  this  educational  and  entertaining  program 
Requires  24K  cassette  or  32K  disk  $14.95 

BOWLERS  DATABASE  -  Provides  the  league  bowler  with 
the  ability  to  record  and  retrieve  bowling  scores  providing 
permanent  records.  The  data  may  then  be  analyzed  by  the 
program  and  displayed  or  printed  in  summary  or  detail 
form  Data  may  be  stored  on  cassette  or  diskette  and  up* 
dated  quickly  and  efficiently  The  program  proivdes  such 
information  as  highest  and  lowest  scores  by  individual 
game,  (first,  second,  and  third  games  tfiroughout  the 
season},  high  and  low  series,  current  average,  and  more 
The  program  listing  and  documentation  provided  are  a 
tutorial  on  ATARI  basic  and  record  keeeping  Requires  1 6K 
for  cassette  or  24K  for  disK,  $14.95 

By  the  time  you  read  this  atl  computers  (400/800)  being 
produced  should  have  the  fabled  GTIA  chips  included 
ATARI  service  may  upgrade  older  computers  call  and  ask 
(It's  easy  lo  do  yourself)  We  have  one  and  the  im- 
provements that  graphics  modes  9.10.  and  it  offer  are 
great"  To  help  you  figure  out  what  to  do  with  the  new 
modes  a  new  Tricky  Tutorial  will  be  offered  in  March  on 
Modes  9  to  1 1  Either  give  us  a  call  or  write  around  that- 
time 


a 
« 


SEE  YOUR  LOCAL  DEALER 

OR 

ORDER  FROM: 


SANTA  CRUZ  EDUCATfONAL  SOFTWARE 

5425  Jigger  Dr.,  Soquel,  QA  95073 

C.O.D.  Orders  cafi  (408)  476-4901 

*lnctudes  $3.00  postage  ($1.00  for  Memory  Map| 

*ln  California,  include  6.5%  tax 

VISA  and  [MasterCard  Accepted. 


See  US  at  the  West  Coast  Computer  Faire-Booth  1612. 

If 


Santa  Cruz  Educational  Software  *  Tricky  Tutorials  *  Santa  Cruz  Educational  Software  *  Tricky  Tutorials '  Santa  Cruz  Educational  Software  *  Tricky 


82 


COMPUTfl 


March,  1982,  Issue  22 


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PRINT  SPC(5) ;CHR$(117) ;CHR$(113 

;CHR$(105) ; 

FOR  M=254  TO  240+RND ( 1 ) *10  STEP 

-1 

POKE  S3,M 

NEXT  M 

POKE  S3,0 

FOR  M=l  TO  100:NEXT  M 

PRINT  CHR$(19) ;SPC(5) ;CHR$(117) 

CHR${113) ;CHR$(105) ; 

PRINT  SPC(5) ;CHR$(106) ;CHR$(113 

;CHR$(107) ; 

FOR  M=l  TO  120*RND(1) :NEXT  M 

NEXT  L 

POKE  S3,0:POKE  VL,0 

RETURN 

REM  TIME 

TM=TM+1 

VM=VA+253:CM=CA+253 

REM  TONE 

POKE  S3,240:POKE  VL,15 

J=0 

FOR  L=15  TO  0  STEP  -2 

POKE  VM+J,81:P0KE  CM+J,2 

POKE  VM-J,81:P0KE  CM- J, 2 

POKE   VM+22*J,81:P0KE    CM+22*J,2 

POKE  VM-22*J,81:P0KE  CM-22*J,2 

FOR  Z=l  TO  50: NEXT  Z 

POKE  VM+J,32 

POKE  VM-J,32 

POKE  VM+22*J,32 

POKE  VM-22*J,32 

FOR  2=1TO50:NEXT  Z 

POKE  VL,L 

J=J+1 

NEXT  L 

POKE 

POKE 

POKE 

POKE 

POKE 

FOR 


VM-2,20;POKE  CM-2,4 
VM-1,9:P0KE  CM-1,4 
VM,13:P0KE  CM, 4 
VM+ 1,5: POKE  CM+1,4 
S3,0:POKE  VL,0 
Z=l  TO  2000:NEXT  Z 


RETURN 
REM  HEARTS. BEGIN 
REM  CONSTANTS/VARS 
VA=7702 
CA=38422 
SB=36879 
VL-36878 
32=36875 
S3=36876 
84=36877 
L0=1 
HI  =  9 
SC=120 
G=0 
TM=0 
RI  =  0 


30150  WR=0 

30160  Z=RND(-TI) 

30170  PRINT  CHR$ (147) ; 

30180  PRINT  SPC(8) ; "VIC-20" 

30190  PRINT 

30200  PRINT"    COUNT  THE  HEARTS" 

30210  PRINT:PRINT 

30215  PRINT  CHR$ (158) ; 

30220  PRINT"     COPYRIGHT  1981" 

30230  PRINT"   HOMESPUN   SOFTWARE" 

30235  PRINT  CHR$ (31) ; 

30240  PRINTrPRINT 

30250  PRINT"ENTER  NUMBER  RANGE" 

30260  INPUT"LOW  NUMBER  (1)";L0 

30270  LO=ABS(INT(LO) ) 

30275  IF  L0<1  OR  LO>484  THEN  PRINT 

ORRy":LO=l:GOTO  30260 
30280  INPUT"HIGH  NUMBER  (9) 
30290  HI=ABS{INT(HI) ) 
30300  IF  HI<=LO  OR  HI>484  THEN 

SORRY": HI=9:G0T0  30260 
30310  PRINT 

30320  PRINT"TIME  LIMIT  PER 
30330  INPUT"SECONDS  (120)" 
30340  SC=ABS(INT(SC) ) 
30345  IF  SC<1  THEN  PRINT  "SORRY" 

20:GOTO  30  3  30 


"S 


HI 


PRINT" 


SET; 
SC 


SC=1 


30350 
30360 
30370 
30380 
30390 
30400 
31000 
31010 
31020 
31030 
31032 
31034 
31036 
31040 
31050 
31060 
31070 
31080 


PRINT:PRINT 

PRINT"KEY  Fl  TO  STOP" 

PRINT:PRINT 

PRINT"THANK  YOU.  HAVE  FUNl 

FOR  Z=1TO2000:NEXT 

RETURN 

REM  HEARTS. END 

PRINT  CHR$ (147) 

PRINT"COUNT  THE  HEARTS" 

PRINT:PRINT 

PRINT"LOW  #",L0 

PRINT"HIGH  #",HI 

PRINT 

"#  GAMES", G 

"#  RIGHT", RI 

"#  WRONG" ,WR 

"#  TIME  OUTS";TM 


PRINT; 

PRINT 

PRINT 

PRINT 
PRINT 
RETURN 


Program  2:  Atari  Version 

160  REM  ATARI  468/899 

110  REM  CrjJNT  WE  HEARTS 

120  REM  Ul.l  7/81 

130  REM 

200  m\ 

210  REt-l  HEARTS. EEGIN 

'220  i^lBUB  3KI00 

230  REM  PLAY  GAMES 

240  \JBl\B  1000 

2^50  IF  £1^0  im\  248 


NEW! 

Student 

Management  System 

for  the 

PET  Professor 


The  Pet  Professor  Arithmetic  Software 

If  you  need  to  teach  division  of  a  2-digit 
decimal  by  a  l-digit  whole  number,  we  have  D-D-l. 
This  program  teaches  the  concept  step  by  step. 

Since  you  probably  need  to  keep  student 
interest  high,  we  go  very  slowly  with  a  moving 
cursor.  The  student  is  comfortable  and  involved. 

Do  you  need  to  drill  subtraction  of  a  fraction 
from  a  mixed  number?  Just  bypass  the  teaching  part 
of  program  F-S-Z  and  go  directly  to  drill.  The  nice 
part  is  if  the  student  happens  to  forget,  the  teaching 
is  still  available. 

If  a  test  on  subtraction  of  whole  numbers 
with  4-digits,  multiple  zeros  and  borrowing  is  your 
need,  program  WN'S-6  is  your  answer. 

The  77  program  series  is  available  for  $499  on 
cassettes  and  diskettes.  The  Student  Management 
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For  more  information  send  for  a  sample  tape  or 
call  (516)  365-4423  and  tell  us  what  you  need. 


COW   BAY  CO/MPUTING 

BOX  575 
MANHASSET,  NY.  11030 


Fantasy  for  your  ATARI 

All  B^b^ 

3inb  the  fortvj  thieves 


By  Stuart  Smith 


Ouide  yi^^ur  akt!r  e^lo,  Ali  f^aha,  throuj^h  iKl-  thieves  rnnuntalit 
den  in  an  attempt  to  rescue  the  hcauirPul  princess.  Treasure, 
ma^ic.  and  iireat  danger  await  you!  One  or  more  human  players 
can  (iuide  up  to  scvenieen  friendly  characters  throuj^h  the  many 
rix>ms,  halls,  antj  eaves.  Some  characters  wander  around 
random K\  making  each  adventure  a  httle  different. 

AL]  BABA  \Sn  THF.  [()RT>  TMIIIVES  is  written  in  Kijih 
resokition  color  graphics  and  includes  music  and  sound  effccis. 
Adventures  can  I>e  saved  to  disk  anti  resumed  at  a  later  time. 
I^equircs  52 K. 

On  Diskette  Only  -$52,95 

Graphics  for  your  ATARI 

Character  Maqic 

6v  Chris  Hull  *^ 


It's  eosy  to  create  your  own  choracter  sets  and  save  them  to 
diskette  or  cassette  withi  CHARACTER  MAGfC  But  this  is  not  just 
another  character  editor  CHARACTER  IVIAGIC  helps  you  us©  all  the 
character  types  that  the  Atari  is  capable  of,  including  descending 
characters  (8  x  10  dots)  and  two  types  of  five-color  character 
graphics  not  supported  by  Atari's  Operating  System.  DocurT>enta- 
tion  includes  examples  of  display  lists  that  let  you  use  these  "secret" 
graphics  modes.  Requires  32K. 

Cassette  or  Diskette  -  $29.95 

FOR  OUR  COMPLETE  LINE  OF  ATARI  SOFTWARE 
PLEASE  WRITE  FOR  OUR  CATALOG 

ASK  FOR  QUALITY  SOFTWARE  products  at  your  favorite  computer  store  If  neces- 
sary you  may  order  directly  from  us  MasterCard  and  Visa  cardholders  may  place 
orders  by  calling  us  at  (213)  344-6599,  Or  mail  your  check  or  bankcard  numberto  ttie 
address  above,  California  residents  add  6%  sales  tax,  Shipping  Charges:  Within 
North  America  orders  must  include  $1  50  for  shipping  and  handfing.  Outside  North 
America  the  charge  for  airmailshipping  and  handling  is  S5  OO,  Pay  in  US,  currency. 


QUTiLiry 

SOFTW71R€ 


6660  Reseda  Blvd  ,  Suite  105.  Reseda,  Ca  91335 


i2Pl  Mj:-6b^ 


•indicates  trademarks  of  Atari 


84 


COMPUTE! 


March,  1982.  Issue  22 


266  REri  HEARTS. END 
276  G0:5UB  31668 
280  Effi 

1066  FS1  PLAY  GAT-IES 

1010  i3?hPHICS  l+16  =  SETC0LnR  6. 8, 6  =  POKE  7 
56..  226  ■■  DL=F-EEK(  569  >+25e;f:PEEK<  561  >+4  ^  POKE 
DL-l,fab 

101 5  L"A=PEEK'::  m  H256:¥:PEEK(  89  )+40 
1826  REM  DISPLAY  HEARTS 
1630  H=LO+ 1  HT<  ( HI  -Lu+ 1  ):-i=:RHD'::  6  > ) 
1840  FbV.  1=1    iO  N 
1050  P=IHT(446:mHD(i)> 
1066  CL=INT(3$RMD':  1  )+l  ) 
1070  T=F'EEK(UA+P>^IF  T=64  OR  T=12S  OR  T= 
192  Tf£N   1050 
1330  F"CKE  i.iA+P..64:>a::L 
1090  R£f1 

1100  SOUND  0..18y..  10;S 
1110  REt1 

1120  FOR  2=1  TO  100:r€XT  Z 
1136  SCilND  0..8.0;e 

Ii4v1       fit,".  I         i 

1150  G=G+l^REri  GAriES 

1160  FUKE  S7.. OPPOSITION  LO^Y  " 

";:|;£H   19  SPACES 
lit®  POSITION  lAi:?  "Hjw  mnna  hear-ts?"; 

lljti    r-.bi    bcl    r:.b:'r ij!-i ot 

1200  !^5UB  3000 

1210  IF  Rf="QUIT"  THEM  Q=l: RETURN 

1220  IF  RI="TIME"  THEH  QISUB  9860  =  RETiJF54 

1230  REM  O.K.? 

1240  r-10---(LEH(RI>-2):R=6  =  FOR  1=2  TO  LEH 

■::  Rf  >  ■■  9=9m.  ffSC':;  RrK  I ..  I )  :'-48  ::<*P  ■  R=IHT(  R+8 .  @ 

5::-F-Fvla:HEXT  I 

1250  Ir  RON  THhH  yJSUb  5800  =  yjTU  1166 

1260  IF  R=H  THEN  POKE  LL-i..70  =  GCt;LB  7868 

1270  RET'JRH 

2000  STOP 

3660  RbM  Tli-ED  RbSHOHSE 

301 0  T1=PE£K(  26  >+256*PEEK(  19  >+SC:¥:b0 

3820  Kt="   " 

3030  F£M  TR-Y  A  ffiY 

3040  IF  PEEK(28)+256:j:PEEK(ly»Ti  THEN  R$ 

3650  "iF  PEEK(  53279  K7  T\±\\  FM-=" QUIT "  ^ RET 

UF:N 

3060  IF  PEEK(  764  ;.>=2j5  THEN  3846 

3870  GET  #1..A 

36E;6  IF  FF155  THEH  RETURN 

3090   IF  H=126  AND  LEtKRt))!  THEN  Gij-SUE  3 

380  ■■  F:$=R-l-(  1 ..  LEH<  R* )- 1 )  ■■  UJTO  3848 

3095   IF  R=126  AHD  LEN'::R$)=1  THEN  3026 

3897   IF  A=12'6  THEN  3846 

3160  IF  R<48  OR  A>57  THEN  3846 


3110  FflINT  CHRt^A:-; 

SlL-^  RK  LEfK  Rt-  )+l  )=CHh:J'.:  A  > 

3130  GOTO  3840 

3300  REM  BACKSPACE 

3310  F-RIHT  CHF:$C 36 ■;■.:"  ".;CW:$<38)j  ^RETURN 

5860  REM  l-JROhC 

5010  W?=WR+1 

5630  REM  IJFO-liARIATION 

5040  FOR  L=l  TO  15 

5050  FOR  ri=lKi  TO  146+L:>-.2  STEP  2 

5060  mjm  6..M..10/S:POK£  712.. F€EK< 53770) 

5670  hEMT  M 

58b'0  FOR  2=1  TO  lO^fCXT  2 

5690  horr  L 

5160  SaiHD  9.6, 0.6 -POKE  712.6 

5116  RETURN 

7060  REM  RIGHT 

7616  RI=RI+1:P0KE  87.1 

7020  REM  BIRDS  i^IATIGW 

7025  COLOR  32:F10T  0.0^DF#il4TO  19.6 

7640  FCf'  L=l  TO  5 

7650  Fit: IT  ION  5.8:?  »6.:C^^:l;(  i7:'jCHRff"20) 

;CHF^(5::'j 

7055  FUSITION  10.6  =  ?  #6.;CH?$(26)jCHRt<2e 
\  •  Q-S'if  3 )  ■ 

7060  Vk  M=50  TO  10+10mCl(  1  ■;-  STEP  -1 

7070  SOJHD  0.11.10.8 

7080  f-EMT  i1 

7090  mkiD  8.6.0.8 

7100  PCS?  M=l  TO  50:h£>:rr  n 

7110  FUSITION  5.8  =  ?  #6.;CHR'.tC26::';CFK$'::20;' 

;C«;"$(3>.: 

7 126  F-OS I T I il-^  19.6  =  ?  #6 ;  CWM  17);  Cm$(  26 

) ;  Ql'''i''  5 "' ' 

7136V6R'n=i  TO  ee^aCKDrCXT  M 

7140  f£MT  L^PCiKE  87.6 

7150  RETURN 

9000  REM  TIME 

9005  FiSITIffl  1.0:?  "  Tir€ 

OUT  "; 

9010  T?t=TM+l 
S02'0  UM=UA+229 
9&3Q  REM  T&t£ 
9040  ESMCi  6.188.12.3 
9850  J=0 

9860  FOR  L=15  TO  8  STEP  -1 
9670  POKE  imj.i48 
98£fi  POf<E  1JM-J.14S 
9090  FtKE  i.f1+20:iJ.  148 
9160  F1*:E  i,iM-20*J.  14:5 
9110  FOR:  2=1  TO  56  =  NEXT  2 

9120  fi:i::e  urn-j.© 

9130  ¥•&:£  UM-J.y 
9146  P&(E  U1+20*J.8 


March,  1982,  Issue  22 


COMPUTEI 


85 


9156  F-OKE  iJ1-20tJ.0 

3168  fw.  2=1  TO  5@=r€>rr  Z 

9170  SOUND  0..U5,i2.L 

9188  .>.J+<  L/2<  >IWT( L/2 ;■  > 

9190  hOT  L 

9200  F£TUFW 

380S8  m\  HEARTS. BEGIN 

30810  REM  CiMiTftNTS/UARS 

30090  L0=1  =  HI=9 :  SC=120  =  G=S ■■  J\\=Q  ■■  RI=0 ■■  l-K= 

8 

38100  DIM  R$<2@):uPEN  #1.4,.0..  "K= " 

30178  GRIhPHICS  0 

38180  ?  CHR^$(125);:puSITI0N  12,0--?  "  ATA 

Rl  480--980" 

30190  POSITICW  11..2^?  "Count,  the  Hearts" 


Copyf-isht  1931" 
HiJf€3PUN  SOFTWARE" 


30210  •?  ■■? 

30220  '''  " 

30230  ?  " 

30240  ?  =? 

3^50  ?  "Enter  niA-flber  rr±nse:" 

30260  TRAP  .Ai25e:?  "Ley  mniber  <:i;'";=li-f' 

UT  LO^TFftP  40000 

30270  Lu=ABS( IHT<  LO  > ) 

30275  IF  LCKl  OF;  LO>440  THEN  ?  "SORRY"  =L 

u=i=GOSUB  ^j2€=e 

302S10  Y  "Hish  nijiflba-  ■;9)"i=TF:Hp  38238 -IH 


Ptn  HI  =  TRAF"  48000 

382'90  HI=hBS<  IHT(  HI ) ') 

30308  IF  HI<=LU  OR  Hi:>440  TF€H  ?  "SORRY" 

:HI=9:G0TU  302S0 

38310  -^ 

30320  ?  "TIt€  LIMIT  FtR:  SET=" 

30330  ?  "Seconds  ■;  120 ■;•".;=  TRAP  36330 :I^PU 

T  SC  =  TFwP  49080 

30348  SC=rBS( IHT(  SC  >  > 

30350  ?   :? 

30360  ?  "PRESS  EDPTIONl  TO  STOP" 

30370  ?  =? 

30380  ?  "THANK  YOU.  Hnye  fm\" 

30390  FOR  2-1  TO  180^  NEXT  2 

30400  RETURN 

31000  REM  HEARTS. Em 

31010  GRAPHICS  0 

31020  ?  "COUNT  THE  HEARTS" 

31030  ?  :•? 

31832  ?  "LObJ  #".L0 

31034  ?  "HIGH  r.HI 

31836  ?  :? 

31840  ?  "GAr€S".G 

31058  ?  "RIGHT ".RI 

31068  ?  ''l^RONi:"..l-IR 

31870  ?  "TIME  OUTS  ".sTM 

SiefiS  F£TURN 


e 


ALTERNATE  REALITY 
SOFTWARE 

Presents  for  the  Atari 
THEICHING 


THE  ANCIENT  CHINESE  BOOK  OF  DIVINATION 

•  The  complete  text  of  ihe  world's  oldest  book  on  disk 

•  40K  program 

•73  disk  files  (155,000  bytes) 

•  Occupying  1211  disk  sectors 

•  High  Resolution  Graphics 

•  Animation 

•  Music  and  Sound  Effects 

•  instructional  text  material 

•  Calculates  and  Displays  Hexagrams 

•  Displays  Judgement,  Image,  Moving  Lines  for  primary 
&  secondary  Hexagrams 

•$44.95 

order  from: 

Alternate  Reality  Software 
21 1 1  W.  Arapahoe  Drive 
Littleton,  Colorado  80120 

Dealer  inquiries  invited 
Atari  is  a  T.M.  of  Atari,  Inc. 


fmS 


Your  VIC-20  Will  Smile. 


Fly  a  water-dropping  helicopter,  and 
try  to  put  out  the  high-rise  fire 
before  It  spreads. 


Draw 


Be  an  arlistl  This  high-resolution 
drawing  program  mafces  it  easy  to 
create  pictures  on  the  screen,  and  then 
save  them  on  tape. 


Race  the  computer,  head-oni  Simple 
but  fun. 

The  VIXEL  #1  cassette  costs  only  $12.95  in  the  US  and 
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residents  add  6%  tax.  Visa  and  MasterCard  welcome. 

VtXEL  Is  a  tradtmaHf  of  The  Coda  Works 

VIC-20  is  a  trMtomaik  of  Commodore  S<^ness  MacNntts,  Jnc. 

TheCode>^rks 

Box  550,  Goleta.  CA  93116  805/683-1585 


CBM  CERTIFIED 
In-House  Maintenance 


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8315  Firestone  Blvd.,  Downey,  CA  90241 


^  commodore 


The  accounting  program  by  an  accountant,  for  REAL  accounting! 


Acc/Sys  G A  1 600 


»    Simple  to  Use  —  No  Computer  Experience 

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>    Automatic  Operation  Speeds  Work,  Eliminates 

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ACC/SYS  GA  1600  was  developed  for  practical  use  for  professional  accountants,  educators, 

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The  $25.00  price  for  the  documentation,  manual  and  printouts  will  be  deducted  when  purchased. 


AUTOMATED  ACCOUNTING 

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from  the  EDUCATION 
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We  specialize  in  Microcomputers  in  Education 

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6  CBM  401  6  Microcomputers S5970-00 

1  CBM  4040  Dual  Disk  Drive 1  295.00 

1  CBM  4022  Tractor  Drive  Printer. 795.00 

1  CBM  C2N  Cassette  Drive 75.00 

6  DES  Orgaprozess 1080.00 

1  PET  to  IEEE  cable ..39.95 

1  IEEE  to  IEEE  cable...... ....49.95 

1  Box  (10)  BASF  5%'    Floppy  Diskettes 45.00 

1  Box  Tractor  Drive  Paper 26.52 

6  Copies  HandS'on-Basic 77.70 

6  Copies  PET/CBM  Personal  ComputerGuide. ...  1 01 .94 

6  Basic  Documentation  Pads 27,00 

TOTAL:  9583.00 

LESS  Education  Discount  (20%)  -     1916.60 

School  Pays  ONLY  $7666.40 


DES  VIDEO  TEACHER , $39.95 

Allows  1  computer  to  teach  entire  class 
{Used  with  monitor  with  video  input) 

Ask  for  our  Educational  Software  index  — 
programs  are  classified  by  grade  and  subject 


DES  "ORGAPROZESS"  (for  all  CBM  equipment) 

Chain  UNLIMITED  number  of  computers  to  central  disk  and/or 
printer  devices  —  Need  NO  ram  or  free  rom  space! 

TOTAL  COST        S180.00/unit      Multi-Group  Save  $$ 

DES  "4  Pass"  Disk-Recovery 

Program  (Compiled)     (4.o  basic  only)    $39.95 

•  Every  pass  creates  an  information  fite  aboirt  every  block  on  disk 

•  Recovers  COMPLETE  damaged  or  crashed  disk  and  scratched  files 

•  Allows  viewing  of  recovered  files  (HEX  and  ASCII) 

•  Renames  File  Type 

"Super- Basic"  Programmers'  ROM  (8K-4.0) 

60  NEW  Powerful  Basic  Commands $1  50.00 

(FULL  SCREEN  Generator,  sort,  list  any  file  to  screen/printer  without 
changing  program  in  RAM,  makes  programs  unlistabie,  scroll,  rev.  move, 
define  windows,  print  using,  etc. 


from  NORELL  DATA  SYSTEMS . . . 

"VISUALIZE"  (CBM,  APPLE,  IBM) $1 00.00 

"EASYDATA  DBMS"  (CBM,  APPLE,  IBM) $200.00 


We*re  dealers  for:  Commodore  Business  Machines  -  Chattsworth  Data  Corp.  -  Professional  Software  -  AB  Computers  -  MTU  -  Abacus  Software 
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(714)  778-5455       (213)  923-9361         BuUt  OH  tt 


8315  Firestone  Blvd. 

DOWNEY,  CA. 


Data  Equipment  Supply  Corp. 
8315  Firestone  Blvd.,  Downey,  CA  90241 


^  commodore 


from  the  DES 
SUPPLY 
DIVISION . . . 

-  ASK  FOR  OUR  CATALOG  - 

DISKETTES  (5V4  &  8") 

•  BASF,  Memorex,  Dysan, 
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DES  "DATA-DISC" 

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VOLUMN  PRICES  for 
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•SOFTWARE  HOUSES! 
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from  DES 
''VIC-VILLE"^ 
(VIC  20)  ,., 


ANNOUNCING!!  DES  48 K  Expansion  Board Available  in  March    fc3 


Basic  and  Machine  Language   {3k expansion  needed) 

*  RENUMBERS  *  AUTOLINE  *  FIND  *  TRACE  *  HELP 

*  DISASSEMBLE/ASSEMBLE  *  DUMP  *  APPEND/DELETE 

*  SPECIAL  SOUND  &  VIDEO  COMMANDS  and  more 


by  KAVAN  of  Germany 


GAMES:  From  our  young  professionals  {future  genius  programmers) 

Robert  Winter  -  Ralph  Orion  •  Dan  Haste  -  Robert  Burnett 


Goldbrick  $12.95 

Many  levels  of  play, 
sound  and  color. 


Goggle  $9.05 

Computerized  version 
of  Boggle.  Great  for 
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for  4  people. 


A  Maze  Ing       $10.95 

Travel  through  the  maze 
game  of  skill  and  tense 
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Baseball  Strategy 
$10.95 

The  excitement  of  base- 
ball as  a  video  strategic 
game.  Fun  for  family. 


Gobbler  $9.95 

Sound  Easy?  You  have 
26  seconds  to  get  him 
and  the  time  gets  shorter 
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Attack  on  Silo  III 
$10.95 

You  are  the  commander 
of  Siio  [II.  Defend  your 
base. 


Hang-U  $10.95 

Traditional  Hangman 
plays  against  the  VIC's 
250  word  dictionary 
OR  another  person, 

Yahtzee  $10.95 

Solitaire  version  of  this 
famous  dice  game,  good 
graphics  &  lots  of  fun. 


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88 


COMPUTE! 


MarcM982.  Issue  22 


Family:  A 
Simulation  In 
Genetics 

Andy  Gamble 
Columbia  College 
Vancouver  Canada 


Biology  teachers  know  only  too  well  the  ptactical 
problems  of  illustrating  the  effects  of  gene  selection. 
Mendel  struck  it  lucky  with  his  pea  plants,  but  even 
they  are  a  little  loo  complicated  for  an  introductory 
class.  Besides,  any  meaningful  experiment  would 
take  months,  e\'en  years,  to  condtict.  Barring  a  few 
thousand  fruit-llies,  what  can  one  do? 

Once  again  the  mild-mannered  computer 
steps  into  the  nearest  telephone  booth  and  saves 
the  dav.  This  program  ligluheartedly  illustraics  the 
genealogy  of  a  Maitian  couple. 

Mars  Genetics 

A  subject  was  clearly  needed  wiiich  cotild  be  easily 
displayed  on  the  PF/F  screen,  with  control  over  a 
lew  features.  In  this  case,  the  Martians  have  either 
white  or  gray  hair  (green  or  light  gi  een  on  some 
PETs)  and  round  or  slanted  eves.  The  gene  for 
white  hair  is  dominant,  as  is  the  gene  for  round 
eyes.  Male  and  female  Martians  aie  represented  by 
square  and  roiuid  jawlines  respectivelv. 

1  he  usual  method  of  denoting  dominanl  and 
recessive  genes  by  upper  and  lower  case  letters  is 
not  used  here,  as  the  PKl^  cannot  display  both  with 
the  grapliics  characters  at  the  same  lime. 

Ihe  program  can  be  used  in  tw^o  ways,  first, 
merely  as  a  demonstration  of  the  effects  of  gene 
selection.  Genes  are  chosen  at  random  from  the 
parents,  and  control  the  facial  features  of  their  24 
children.  The  sexes  are  also  randomly  assigned. 
The  genes  for  the  parents  can  be  picked  at  random 
by  the  program,  or  chosen  by  the  user. 

Altcrnati\ely  the  user  may  choose  to  have  the 
faces  of  the  parents  and  children  displayed,  but 
not  their  genes.  The  parents'  genes  can  therefore 
be  determined  from  the  features,  giving  practice 
of  a  more  experimental  kind. 

The  instructions  and  the  RUN  of  the  program 
should  be  self-explanatory.  There  are  several 
techniques  used  in  the  program  which  1  think  ate 
quite  interesting.  1  believe  very  strongly  in  making 
programs  as  user-friendlv  as  possible,  and  this  is 
particularly  important  when  dealing  with  INPUT 


statements.  When  a  yes/no  answer  is  needed,  the 
easiest  method  is  to  use  a  trick  INPUT  .statement 
(see  lines  280-4 10). 

Parts  of  this  program  need  input  which  is  less 
obvious  to  the  user:  namely,  the  genes  R,S,W  and 
G.  It's  perfectly  po.ssible  to  remind  the  user  of  this 
when  necessary,  but  here  a  different  method  is 
tised.  When  that  input  is  called  for,  the  genes  are 
displayed  on  the  screen,  as  for  example: 

WG 

The  arrow  is  moved  left  or  right  by  the  <  and  > 
keys;  the  genes  are  picked  by  pressing  return.  This 
is  foolproof  as  far  as  1  can  tell,  and  there  is  the 
added  advantage  of  it  being  obvious  which  genes 
at  e  to  be  chosen  (see  lines  5 10-1080). 

The  program  uses  over  8K  as  given  so,  to  run 
it  on  8K  machines  some  editing  is  necessarv.  Ihe 
instructions  can  be  lemoved  (lines  280-3 10,  1.520- 
1 870)  and  printed  separately  for  student  use. 
Removing  all  the  RKM  statements  also  (none  are 
referenced)  brings  the  memory  needed  down  to 
just  over  6K.  Family  will  run  on  all  40-column  PETs. 


mMizmM 


''^<fti>f'         t-'<i>ff'f\        i'r'f-ff-f<''t         '^ff-fi-^- 


.^C'f<-\         '<«<<:?■ 


ss^^  :«iii^  ss^  :^i^^  mi^  M*fesa  m^  wgfefei 

.*fM<*f-.         j''*!5?W<"^  ,'WfKF'i         iT-^t^i'-^^'i         j'^^V-  *<f<f<f\ 


IJ_I  LU  IJ_1  LLI  LU  IJIJ  IJ: 

mssSi  :g«Ri=a  S3^  jS^m  m^  M^siea  -m^  jgjgeta 

0  S  0  B  0  0  f5D 

misa  ggaa  ssisi^  is^^  )mm  m^i  'ssss  Mgaa 


100 
110 
120 

130 
140 
150 
160 
170 
180 
190 
200 
210 
220 
230 
240 
250 


REM 
REM 
REM 
AVE 
REM 


FAMILY 

ANDY  GAMBLE  JUNE  81 

COLUMBIA  COLLEGE,  1619  W10 


2A2 


VANCOUVER  BC  V6J 
GOTO1430 

REM  HP<=35,VP<=19 
VT$="{HOME}{25  DOWN}" 
X=RND(-RND{0) ) 
DEFFNR(X)=INT(2*RND(1)+1) 
N0$="] '%]" 

"J@@K":REM 
':REM 


CH$(1)' 


CH$(2)="-@§=' 
EY$(1) ="];,]" 
EY$(2)="]IU]" 
HA$(1)="U""I" 
HA$(2)="U((I" 


FEM 
MALE 


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ADDRFSR                                                                                                1 

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7IP                           1 

90 


COMPUTEI 


Morch.  1982.  Issue  22 


260 
270 
280 


290 
300 
310 
320 


330 
340 
350 

360 
370 


380 
390 
400 
410 
420 
430 

440 

450 
460 

470 

480 
490 
500 
510 

520 

530 
540 
550 
560 
570 
580 

590 
600 
610 
620 
630 
640 
650 
660 

670 


down}do  you 

"{03  LEFT 


NE 


REM  W  OVER  G,  R  OVER  S 

GE$="N" 

INPUT" {CLEAR} {04 

ED  INSTRUCTIONS 

LEFT}"; ZZ$ 

IFZZ$="^"THEN280 

IFLEFT$(ZZ$,1)="Y"THEN1520 

IFLEFT$ (ZZ$,1) <>"N"THEN280 

GE$="N": PRINT" {CLEAR} {03    D0WN}D 

0    YOU    WANT    TO   GUESS    THE    GE 

NOTYPES"; 

INPUT"  (Y/N)   _;;^{03  LEFT}";GE$ 

IFGE$  =  "^"THEN320 

GE$=LEFT$(GE$,1) : IFGE$="N"THEN3 

70 

GOTO430 

PRINT" {CLEAR} {03  DOWN}ARE  THE  G 

ENES  FOR  THE  PARENTS  TO  BE 

CHOSEN  RANDOMLY  "; 
INPUT" (Y/N)  ^[S3    LEFT}";ZZ$ 
IFZZ$  =  "J^"THEN370 
IFLEFT$(ZZ$,1)="N"THEN500 
IFLEFT$ (ZZ$,1)<>"Y"THEN320 
REM  RANDOM 

F0RI=1T02:FE$ (I)="R"; 
5THENFE$ (I) ="S" 
FH$(I)="W":IFRND(1)>, 
)="G" 
NEXT 

F0RI  =  1T02:ME$ (I) ="R"  ; 
5THENME$ (I)="S" 

MH$ (I) ="W": IFRNDCl) >.5THENMH$ (I 
)="G" 
NEXT 

GOTO1090 
PA=33067 

PRINT" {CLEAR} {02  DOWN}CHOOSE  GE 
NES  FOR  FATHER'S  HAIR:" 
PRINT" {03  DOWN} "TAB (19) "{REV}WG 


IFRND(1)>. 
5THENFH$(I 


IFRND{1)>. 


E$(1)="":E${2)="" 

GOSUB2020 

POKEPA,30 

F0RI=1T02 

GOSUB1960 

FH$  (I) ="G" : IFPA=33067THENFH$ (I) 

=  "W" 

H$(I)=FH$(I) 

NEXT 

VP=10:HP=18:SEX=2 

GOSUB1920 

GOSUB1360 

GOSUB2040 

PRINT" {02  DDWN}":GOSUB1890 

PRINT" {CLEAR} {02  DOWN}CHOOSE  GE 

NES    FOR    FATHER'S    EYES:" 

PRINT" {03  D0WN}"TAB(19)"{REV}RS 


690 

700 

710 

720 

730 

740 

750 

760 

770 

780 

790 

800 

810 

820 
830 
840 
850 
860 
870 

880 
890 
900 
910 
920 
930 
940 
950 

960 


POKEPA,30 

F0RI=1T02 

GOSUB1960 

FE$(I)="S":IFPA=33067THENFE$ (I) 

=  "R" 

E$(I)=FE$(I) 

NEXT 

VP=10:HP=18:SEX=2 

GOSUB1920 

GOSUB1360 

GOSUB2040 

PRINT" {02  DOWN}":GOSUB1890 

PRINT" {CLEAR} {02  DOWN}CHOOSE  GE 

NES  FOR  MOTHER'S  HAIR:" 

PRINT"{03  D0WN}"TAB(19) "{REV}WG 

It 

GOSUB2020 

E$(1)="":E${2)="" 

POKEPA,30 

F0RI=1T02 

GOSUB1960 

MH$  (I)  ="G"  :  IFPA=33067THENMH$  (I) 

=  "W" 

H$(I)=MH$(I) 

NEXT 

VP=10:HP=18:SEX=1 

GOSUB1920 

GOSUB1360 

GOSUB2040 

PRINT" {02  DOWN}":GOSUB1890 

PRINT" {CLEAR} {02  DOWN}CHOOSE  GE 

NES  FOR  MOTHER'S  EYES:" 

PRINT" {03  D0WN}"TAB(19)"{REV}RS 


680  GOSUB2020 


970  GOSUB2020 

980  POKEPA,30 

990  F0RI=1T02 

1000  GOSUB1960 

1010  ME$(I)="S": IFPA=33067THENME$ (I) 

=  "R" 
1020  E$(I)=ME$(I) 
1030  NEXT 

1040  VP=10:HP=18:SEX=1 
1050  GOSUB1920 
1060  GOSUB1360 
1070  GOSUB2040 

1080  PRINT" {02  DOWN}":GOSUB1890 
1090  PRINTCHRS (147)TAB{10) "{REV}FATH 

ER{09  RIGHT}M0THER" 
1100  VP=1:HP=11:SEX=2 
1110  F0RI=1T02:H$(I)=FH$(I)  :E$(I)=FE 

$  (I)  :NEXT 
1120  GOSUB1920 
1130  GOSUB1360 
1140  VP=1:HP=26:SEX=1 
1150  F0RI  =  1T02:H$  (I)=MH$  (I)  :E$(I)=ME 

$ (I) :NEXT 
1160  GOSUB1920 
1170  GOSUB1360 


x^^ 


'^'?: 


^^ 


f,^^^ 


.^'"f^^ 
.-^t'^^^'" 


-.^^^ 


.^^ 


92 


COMPUTEt 


Mofch,  1982.  Issue  22 


1180  REM  OFFSPRING 

1190  FORI=1TO3:FORJ=0TO7 

1200  VP-1+5*I ;HP=5*J 

1210  H$ (1) =FH$ (FNR(l) } : H$ (2) =MH$ (FNR 

(1)} 
1220  E$(1)=FE$(FNR(1) ) : E$ (2) =ME$ (FNR 

(D) 
1230  HC=1:IF(H$(1)="G")AND(H$(2)-"G" 

)THENHC=2 
1240  EC=1:IF(E$(1)="S")AND(E$(2)="S" 

)THENEC=2 
1250  SEX=FNR(1) 
1260  GOSUB1360 
1270  NEXTJ,I 

1280  IFGE$="Y"THENGOSUB2070 
1290  PRINT" {DOWN} {REVlPRESS  {0FF}E{R 

REVlND,  {0FF}N{REV}EW  PARE 

NTS  OR  {OFF}M{REV}ORE  OFFS 

PRING" 
1300  GOSUB1900 
1310  IFZZ$="N"THEN320 
1320  IFZZ$="M"THEN1190 
1330  IFZZ$<>"E"THEN1300 
1340  PRINT" {HOME} "; :END 
1350  REM  DRAW  FACE 

1360  PRINTLEFT$ (VT$ , VP+1) TAB ( HP) ; 
1370  PRINTHA$ (HC) "{04  LEFT} {DOWN} "; 
1380  PRINTEY$(EC) "{04  LEFT} {DOWN} " ; 
1390  PRINTNO$"{04  LEFT} {DOWN} "CH$ (BE 

X) "{04  LEFT} {DOWN}"; 
1400  IFGE$-"N"THENPRINT"  {REV}  *'H$  (1)  H 

$(2)E$(1)E$(2)"{ OFF } " : RETU 

RN 
1410  IFGE$="Y"THENPRINT" 
1420  RETURN 
1430  PRINT" {CLEAR} " : FORI=32768TO3280 

7 :POKEI, 224: POKE 1+96 0,224: 

NEXT 
1440  FORI=32808TO33688STEP4  0:POKEI,2 

24:POKEI+39,224:NEXT 
1450  PRINT" {HOME} {04  DOWN}" 
1460  PRINTTAB(9)"   0#  ^       L 
1470  PRINTTAB(9)"   L$ : : : : : :MNLLLLNM 
1480  PRINT" {HOME} {10  DOWN} "TAB ( 16) "{ 

REV}FAMILY" 
1490  PRINT" {HOME} {12  DOWN} "TAB ( 25) "A 

NDY  GAMBLE" 
1500  PRINT" {07  DOWN}"; :GOSUB1890 
1510  GOTO160 
1520  PRINT" {CLEAR} {02  DOWN} "TAB ( 15) " 

{REV} FAMILY {OFF} {02  DOWN}" 

1530  PRINT"THIS  PROGRAM  SHOWS  YOU  A  "' 
TYPICAL  FAMILY  OF  MARTIANS 
:  TWO  PARENTS'*; 

154  0  PRINT"  AND  "; 

1550  PRINT"THEIR  24    CHILDREN.  YOU  ^ 
CAN  TELL  THE  DIFFERENCE" 

1560  PRINT" BETWEEN  MALE  AND  "; 


1570  PRINT" FEMALE  MARTIANS  VERY    EA 

SILY.  MALES  HAVE  SQUARE  JA 

WS  AND" 
1580  PRINT"FEMALES  HAVE  "; 
1590  PRINT"ROUND  ONES.  OTHER  THAN  TH 

ATTHEY  HAVE  WHITE  OR  GRAY  " 

HAIR,  AND  ROUND 
1600  PRINT"OR    SLANTED  EYES.  THESE  "* 

TRAITS  ARE"; 
1610  PRINT"      CONTROLLED  BY  GENES  ^ 

W  AND  G  FOR  "; 
1620  PRINT"THE  HAIRAND  R  AND  S  FOR  T 

HE  EYES.  W  IS  DOMINANT  OVE 

R  G  AND  R  IS  "; 
1630  PRINT"DOMINANT  OVER  S.  HERE    A 

RE  TWO  TYPICAL  MARTIANS:" 
1640  VP=17 : HP=15  s  SEX=1 : H$ (1) ="G" : H$  ( 

2)="W":E$(1)="R'':E$(2)="S" 

:EC=1;HC=1 
1650  GOSUB1360 
1660  VP=17:HP=22:SEX=2:H$(1)="G'':H$( 

2)="G":E$(1):="S":E$(2)=="S" 

;EC=2:HC=2 
1670  GOSUB1360:PRINT"{DOWN}"; 
1680  GOSUB1890 
1690  PRINT" {CLEAR} {02  DOWN}YOU  MAY  C 

HOOSrE  THE  GENES  FOR  THE  HA 

IR" 
1700  PRINT"AND  EYES  OF  BOTH  THE  MOTH 

ER  AND  THE" 
1710  PRINT"FATHER  WHEN  THE  PROGRAM  R 

EQUESTS  IT," 
1720  PRINT"BY  CHOOSING   TWO  GENES  SU 

CH  AS  'GG'" 
1730  PRINT"OR  'RR'  -  WHATEVER  YOU  LI 

KE.  YOU  CAN" 
1740  PRINT"ALSO  LET  THE  PROGRAM  CHOO 

SE  THE" 
1750  PRINT"PARENTS'  GENES  RANDOMLY," 

1760  PRINT" {DOWN}AFTER  YOU  ARE  SHOWN 

THE  OFFSPRING,  YOU" 
1770  PRINT"WILL  HAVE  A  CHOICE  AS  TO  " 

MORE  OFFSPRING" 
1780  PRINT"BY  THE  SAME  PARENTS,  DIFF 

ERENT  PARENTS," 
1790  PRINT"OR  ENDING  THE  PROGRAM. {02 

DOWN}" 
1800  GOSUB1890:PRINT" {CLEAR} {02  DOWN 
DOWN}ALTERNATIVELY  YOU  CAN 
CHOOSE  TO  BE  SHOWN" 
1810  PRINT" {UP} THE  FACES,  AND  TRY  TO 

GUESS  THE" 
1820  PRINT"PARENTS'  GENES  (THEIR  GEN 

OTYPES) . " 
1830  PRINT" {DOWN}NOTE  THAT  THE  COMPU 

TER  HAS  IN  MIND  ONE" 
1840  PRINT"PARTICULAR  SET  OF  GENES:  " 
OTHERS  MAY  BE" 


MarcM982  Issue  22 


COMPUTEl 


93 


1850  PRINT"POSSIBLE  BUT  WILL  GIVE  A  ' 

WRONG  ANSWER," 
1860  PRINT*' {03  DOWN}  ";  :GOSUB1890 
1870  GOTO320 
1880  REM  GET-CONT 
1890  PRINTTAB(8) "{REVlPRESS  ANY  KEY  ' 

TO  CONTINUE" 
1900  GETZZ$:IFZZ$=""THEN1900 
1910  RETURN 
1920  HC=1:IF(H$(1)="G")AND(H$(2)="G" 

)THENHC=2 
1930  EC=1:IF(E$(1)="S")AND(E$(2)-"S" 

)THENEC^2 
1940  RETURN 
1950  REM  CHOOSE  GENES 
1960  GOSUB1900 
1970  IFZZ$="<"ANDPA=33068THENPOKEPA, 

32:PA=33067 :POKEPA,30 
1980  IFZZ$=">"ANDPA=33067THENPOKEPA, 

32:PA=3  3068:POKEPA,30 
1990  IFZZ$<>CHR$ (13)THEN1960 
2  0  00  RETURN 
2010  REM  MESSAGE 
2020  PRINTLEFT$(VT$,19) ;"{REV}PRESS  ' 

<  TO  MOVE  LEFT,  >  TO  MOVE  ^ 

RIGHT  " 
2030  PRINTLEFT$ (VT$,20) ? " {REV}    PRE 

SS  RETURN  WHEN  GENE  IS  CHO 

SEN    ": RETURN 
2040  PRINTLEFT$ (VT$,19)  ;" 


ANDMH$(2)=HG$( 
ANDMH$  (2)=HG$( 


"FH$(1)FH$(2) 
2230  FG=1 
2240  GOTO2340 
2250  IF  MH$ (1)=HG$ (1) 

2)THEN2290 
2260  IF  MH$(1)=HG$(2) 

1)THEN2290 
2270  GOTO2320 

2280  REM  MOTHER  GUESS  CORRECT 
2290  PRINTLEFT$ (VT$,6) ;TAB(26) "{REV} 

"MH$(1}MH$(2) 
2300  GOTO2340 
2  310  REM  BOTH  WRONG 
2320  PRINTLEFT$  (VT$,22)  ;*'{REV} 

SWER^IS  WRONG:  TRY  AGAIN  0 

R  {OFF}E{REV}ND 
2330  GOTO2090 
2340  PRINTLEFT$ (VT$,22) ;"{REV} 

T  GENES  FOR  HAIR  OF  OTHER  "* 

(W/G) 
2350  GOSUB1900 

IF2Z$="W"ORZZ$="G"THEN2  390 

IFZZ$="E"THEN1340 

GOSUB1900 

HG$(1)^ZZ$ 

GOSUB19  00:IFZZ$="W"ORZZ$="G"THE 

N2420 
2410  GOSUB1900 
2420  HG$(2)=ZZ$ 
2430  PRINTLEFT$ (VT$,22)  ;" 


AN 


INPU 


2360 
2370 
2380 
2390 
2400 


2050  PRINTLEFT$(VT$,20) 


2060 

2070 


2080 
2090 
2100 
2110 
2120 
2130 
2140 
I 

2150 
2160 
2170 


N 


": RETURN 

REM  HAIR  GENE  GUESS 

PRINTLEFT$ (VT$,22) ;"{REV}lNPUT  ' 

ENES  FOR  HAIR  OF  ONE  PARE 

T  (W/G)" 

FG-0 

GOSUB1900 

IFZZ$^"W"ORZZ$="G"THEN2130 

IFZZ$="E"THEN1340 

GOSUB1900 

HG$  (1)=ZZ$ 

GOSUB1900:IFZZ$="W"ORZZ$="G"THE 

2160 

GOSUB1900 

HG$(2)=ZZ$ 

PRINTLEFT$ (VT$ ,22) ; " 


2180  IF  FH$(1)=HG$(1)  ANDFH$ ( 2) =HG$ ( 

2)THEN2220 
2190  IF  FH$ (1)=HG$(2)  ANDFH$ (2) =HG$ ( 

1)THEN2220 
2200  GOTO2250 

2210  REM  FATHER  GUESS  CORRECT 
2220  PRINTLEFT$ (VT$,6) ?TAB(11) "{REV} 


ANDFH$ (2)=HG$ ( 
ANDFH$ (2)=HG$ ( 


2440  IFFG=1THEN2520 
2450  IF  FH$ (1)=HG$(1) 

2)THEN2500 
2460  IF  FH$(1)=HG$(2) 

1)THEN2500 
2470  IFFG=0THEN2590 
2480  GOTO2520 

2490  REM  FATHER  GUESS  CORRECT 
2  500  PRINTLEFT$ (VT$,6) ; TAB (11) "{REV} 

"FH${1)FH$(2) 
2510  GOTO2620 
2520  IF  MH$(1)=HG$ (1) 

2)THEN2560 
2530  IF  MH$(1)=HG$(2) 

1)THEN2560 
2540  GOTO2590 

2550  REM  MOTHER  GUESS  CORRECT 
2560  PRINTLEFT$ (VT$ ,6 ) ; TAB ( 26) "{REV} 

"MH$  (1)MH$(2) 
2570  GOTO2620 
2580  REM  BOTH  WRONG 
2590  PRINTLEFT$ (VT$,22) ;"{REV}     AN 

SWER  IS  WRONG:  TRY  AGAIN  0 

R  {OFF}E{REV}ND    " 
2600  GOTO2350 
2610  REM  EYE  GENE  GUESS 
2620  PRINTLEFT$(VT$,22) ;"{REV}INPUT  " 


ANDMH$(2)=HG$( 
ANDMH$(2)=HG$( 


94 


COMPUTEI 


March.  1982.  Issue  22 


GENES  FOR  EYES  OF  ONE  PARE 

NT  (R/S)  " 
2630  FG=0 
2640  GOSUB1900 

2650  IFZZ$  =  "R"ORZZ$  =  "S''THEN2680 
2660  IFZZ$="E"THEN1340 
2670  GOSUB1900 
2680  EG$(1)=ZZ$ 
2690  GOSUB1900:IFZZ$="R"ORZZ$="S"THE 

N2710 
2700  GOSUB1900 
2710  EG$(2)=ZZ$ 
2720  PRINTLEFT$(VT$,22) ;" 


2730  IF  FE$(1)=EG$(1)  ANDFE$ (2) =EG$  ( 

2)THEN2770 
2740  IF  FE$ (1}=EG$ (2)  ANDFE$ (2) =EG$  ( 

1)THEN2770 
2750  GOTO2800 

2760  REM  FATHER  GUESS  CORRECT 
2770  PRINTLEFT$(VT$,6) ;TAB(13) "{REV} 

"FE${1)FE$(2) 
2780  FG=1 
2790  GOTO2890 
2800  IFME${1)=EG$(1)ANDME$(2)=EG$(2} 

THEN2840 
2810  IFME$ (1) =EG$ (2) ANDME$ (2) =EG$  (1) 

THEN2840 
2820  GOTO2870 

2830  REM  MOTHER  GUESS  CORRECT 
2840  PRINTLEFT$ (VT$,6) ; TAB (28) "{REV} 

"ME$(1)ME$(2) 
2850  GOTO2890 
2860  REM  BOTH  WRONG 
2870  PRINTLEFT$(VT$,22) ;"{REV}     AN 

SWER  IS  WRONG:  TRY  AGAIN  0 

R  {OFF}E{REV}ND    " 
2880  GOTO2640 
2890  PRINTLEFT$(VT$,22) ;"{REV}    INP 

UT  GENES  FOR  EYES  OF  OTHER 
(R/S)   " 
2900  GOSUB1900 

2910  IFZZ$="R"ORZZ$="S"THEN2940 
2920  IFZZ$="E"THEN1340 
2930  GOSUB1900 
2940  EG${1)=ZZ$ 
2950  GOSUB1900:IFZZ$  =  "R"ORZZ$  =  "S''THE 

N2970 
2960  GOSUB1900 
2970  EG$(2)=ZZ$ 
2980  PRINTLEFT$(VT$,22)  ;" 


2990  IFFG=1THEN3070 

3000  IF  FE$(1)=EG$(1)ANDFE$(2)=EG$(2 

)THEN3050 
3010    IFFE$(1)=EG$(2)ANDFE$(2)=EG$ (1) 

THEN3050 


3020    IFFG=1THEN3140 

3030  GOTO3070 

3040  REM  FATHER  GUESS  CORRECT 

3050  PRINTLEFT$ (VT$,6) ;TAB(13) " {REV} 

"FE$(1)FE$(2) 
3060  GOTO3170 
3  070  IFME$ (1) =EG$ (1)ANDME$ (2) =EG$ (2) 

THEN3110 
3  080  IFME$(1)=EG$(2)ANDME$(2)=EG$(1) 

THEN3110 
3090  GOTO3140 

3100  REM  MOTHER  GUESS  CORRECT 
3110  PRINTLEFT$ (VT$,6) ;TAB(28) "{REV} 

"ME$(1)ME$(2) 
3120  GOTO3170 
3130  REM  BOTH  WRONG 
3140  PRINTLEFT$  (VT$,22)  ,-"{REV}     AN 

SWER  IS  WRONG:  TRY  AGAIN  0 

R  {OFF}E{REV}ND 
3150  GOTO2900 
3160  REM  ALL  CORRECT 
3170  PRINTLEFT$ (VT$,22) ;"{REV} 
CORRECT!  TRY  AGAIN?  (Y/N 

) 
3180    GOSUB1900 
3190    IPZZ$="Y"THEN320 
3200    IFZZ$<>"N"THEN3180 
3210    GOTO1340  © 


Ro 


REMOTE  CONTROLLED 
*  BY  COMPUTER 

JNCLUDES  SOFTWARE 
'interface,  &  ROBOT 

This  affordable  robot  package  allows 
your  computer  to  control  a  robot  to 
perform  sophisticated  movement  pat- 
terns. The  program  has  three  modes: 
teach  a  path,  replay  paths,  or  random 
movement.  Robot's  base  measures  10" 
X  8".  Batteries  are  not  included.  California 
residents  add  6%  tax. 

Pendulum  Software 

1310  Dover  Hill  Rd.,  Santa  Barbara,  CA  931 03 


A 

Wooden 

Computer? 


Not  from  Commodore! 

So  why  should  the  desk  look  like  wood?  A  pleasant 
cream  and  charcoal  trimmed  desk  looks  so  much  better 
with  Commodore  systems.  One  look  and  you'll  see. 
Interlink  desks  are  right.  By  design. 

The  specifications  only  confirm  the  obvious: 


•Cream  and  charcoal 
color  beautifully  matches 
the  Commodore  hardware 
and  blends  with  your 
decor. 

•An  ideal  710  mm  {28") 
keyboard  height  yet  no 
bumping  knees  because  a 
clever  cutout  recesses  the 
computer  Into  the  desk- 
top. 

•High  pressure  laminate 
on  both  sides  of  a  solid 
core  for  lasting  beauty 
and  strength. 
•  Electrostatically  applied 
baked  enamei  finish  on 
welded  steel  legs  — no 
cheap  lacquer  job  here. 


•T-molding    and    rounded 

corners  make  a  handsome 
finish  on  a  durable  edge 
that  won't  chip. 
•Knocked  down  for  safe, 
inexpensive  shipment. 
•Patented  slip  joints  for 
quick  easy  assembly. 
•Leveling      glides      for 
uneven  f  ioors, 
•Room     enough     for    a 
Commodore  printer  on  the 
desk,  yet  fits  into  nearly 
any  den  or  office  niche— 
H:  660  mm  (26")  W:  1170 
mm  (46")  D:  660  mm  (26"). 
•  Matching   printer   stand 
available    with    slot    for 
bottom  feeding. 


Price:  $299 

in  short,  as  Commodore  dealers,  we  won't  settle  for 
anything  that  iooks  good  only  in  the  catalog!  Our 
customers  won't  let  us.  They  don't  buy  pictures.  And 
neither  should  you.  This  is  why  we  will  let  you  use  one  of 
our  desks  for  a  week  and  then  decide.  If  for  any  reason 
you  don1  like  It,  just  return  it  in  good  condition  for  a 
cheerful  refund. 


If  your  Commodore  dealer  doesnH  carry  our  desks  yet, 
send  a  check  for  $299  and  we  will  ship  your  desk  freight 
paid! 

Name^ 

Address 

City^ — St Zip 


Interlink,  Inc.,  Box  134,  Berrien  Springs,  Ml  49103 
Master  Charge  and  Visa  welcome.  Call  our  order  line: 
616-473.3103 


CBM/PET  INTERFACES 


RS-232  SERIAL  PRINTER  iNTERFACE- addressable - 
baud  rates  to  9600  -  switch  selectable  upper/lower, 
lower/upper  case  -  works  with  WORDPRO,  BASIC  and 
other  software  -  includes  case  and  power  supply, 

MODEL  -  ADA1 450     1 49.00 

CENTRONICS/NEC  PARALLEL  INTERFACE  -  address- 
able -  high  speed  -  switch  selectable  upper/lower, 
lower/upper  case  -  works  with  WORDPRO,  BASIC  and 
other  software  -  has  Centronics  36  pin  ribbon  connector 
at  end  of  cable. 

MODEL -ADA1 600     129,00 

CENTRONICS  730.737  PARALLEL  INTERFACE  -  as 
above  but  with  Centronics  card  edge  connector  at  end 
of  cable. 

MODEL -ADA730     129,00 

COMMUNICATIONS  INTERFACE  WITH  SERIAL  AND 
PARALLEL  PORTS  -  addressable  -  software  driven  - 
true  ASCII  conversion  -  selectable  reversal  of  upper- 
lower  case  -  baud  rates  to  9600  -  half  or  full  duplex  -  X- 
ON,  X-OFF- selectable  carriage  return  delay -32  char- 
acter buffer  -  Centronics  compatible  —  much  more. 

MODEL -SADI     295.00 

ANALOG  TO  DIGITAL  CONVERTER  -  1 6  channels  -  0 
to  5.12  volt  input  voltage  range  -  resolution  is  20  milli- 
volts per  count  -  conversion  time  is  less  than  1 00  micro- 
seconds per  channel. 

MODEL- PETSET1  295.00 
REMOTE  CONTROLLER  WITH  CLOCK/CALENDAR 
-  controls  up  to  256  devices  using  the  BSR  XI 0  remote 
control  receivers  -  8  digital  inputs,  TTL  levels  or  switch 
closure  —  8  digital  outputs,  TTL  levels. 

MODEL -PETSET2    295.00 

All  prices  are  in  US  dollars  for  120VAC. 

Prices  on  220  VAC  slightly  higher. 

Allow  $5.00  shipping  &  handling,  foreign  orders 

add  107o  for  AIR  postage. 

Connecticut  residents  add  7V2%  sales  tax. 

All  prices  and  specifications  subject  to  change  without  notice. 

Our  30  day  money  back  trial  period  applies. 

MASTER  CHARGE  VISA  accepted, 

MENTION  THIS  MAGAZINE  WITH  YOUR  ORDER 

AND  DEDUCT  5%  FROM  TOTAL. 

IN  CANADA  order  from:  Batteries  Included,  Ltd,,  71  McCaul 

Street,  F6  Toronto.  Canada  M5T2X1,  (416)596-1405. 

IN  THE  USA  order  from  your  local  dealer  or  direct:  Connecticut 

microcomputer.  Inc.  34  Del  Mar  Drive,  Brookfield,  CT  06804, 

(203)775-4595. 

Dealer  inquiries  invited. 


Connecticut  microcomputer,  Inc. 

34  Del  Mar  Drive,  Brookfield,  CT  06804 
203  775-4595  TWX:  710  456-0052 


96 


COMPUTE! 


March,  1982,  issue  22 


Learning  With  Computers 

Word 

Processing  In 
Ttie  Ciossroom 


Glenn  Kleiman  and  Mary  Humphrey 
Teaching  Tools:  Microcomputer  Services 
PO.  Box  50065 
Palo  AltQ  CA  94303 


".'\//  rii^hf,  class.  Load  the  word  jjrorrssiNi^ 
l^rogKUii  and  l>at  your  uamr  at  the  toj)  oj  a 
new  fil(\  Wr'rr  all  ii^(nfio;  lo  wrdc  thank  you 
Irttrrs  to  the  PI  A  far  huyiuir  thr  rampatvrs  for 
oar  class/' 


In  recent  months  we  have  heard  from  a  number  of 
teachers,  students  and  researchers  who  have  been 
using  compuleri/ed  word  processing  in  classrooms. 
All  have  found  it  to  be  a  successful  and  vaUiable 
experience,  even  with  children  as  young  as  second 
grade.  In  this  month's  column  we  focus  on  word 
processing  -  what  it  is,  some  ways  it  is  being  used  in 
classrooms,  its  effects  on  children's  writing,  and 
how  to  get  started  with  it. 

Whof  Is  Word  Processing? 

W  ord  processing  is  the  use  of  computer-controlled 
writing  systems.  The  computer  system  replaces  not 
only  the  typewriter,  pen  or  pencil,  but  also  the 
scratch  paper,  eraser,  scissors  and  tape,  and,  in 
some  advanced  systems,  the  dictionary. 

Programs  are  available  to  turn  almost  every 
personal  computer  into  a  word  processing  system. 
For  most  computers  there  is  a  choice  ranging  from 
very  simple  word  piocessing  programs  to  programs 
so  sophisticated  they  match  the  capabilities  of  the 


word  processors  found  in  many  offices.  While 
there  are  important  differences,  even  the  simpler 
programs  provide  valuable  writing  aids. 

Word  processing  programs  make  it  easy  to 
create  and  modify  essays,  notes,  letters,  outlines  — 
any  form  of  written  material.  The  text  is  typed  on 
the  computer  keyboard  and  appears  on  the  screen. 
All  word  processors  provide  ways  to  correct  typing 
errors,  insert  or  delete  words,  save  your  writing  for 
later  work,  and  print  it  when  you  arc  iniished. 
Moi  e  advanced  word  processors  can  search  f  oi'  a 
given  sequence  of  letters  in  the  text  and  replace  it 
with  another  sequence  (great  for  correcting  habitual 
s|)elling  errors,  or  replacing  all  instances  of  "utilize'' 
with  "use"),  fhey  make  it  possible  to  move  sections 
of  text,  such  as  when  you  decide  a  paragraph  you 
put  in  the  introduction  would  be  better  in  the 
conclusion.  Thev  also  let  vou  format  the  print-out: 
setting  margins  and  spacing  between  lines,  cen- 
tering headings,  numbering  pages  and  so  on.  Very 
advanced  word  processors  add  a  dictionary  so 
spelling  can  be  checked  automatically.  An  on-line 
thesaurus  and  systems  that  do  some  checking  of 
sentence  syntax  are  being  developed.  Perhaps 
some  day  we  will  have  a  computerized  Strunk  and 
W' hite's  Elements  of  Style  program  to  point  otu  the 
needless  words  we  should  omit. 

How  Can  Word  Processing  Be  Used  In  Education? 

Teachers  often  report  that  children  are  unwilling 
to  write  and  even  more  unwilling  to  edit  and  revise 
what  they  ha\e  written.  Writing  reqmres  both  the 
mental  processes  of  composing  text  and  the  physical 
proces.ses  of  producing  it.  Computerized  word 
|>rocessing  makes  the  physical  aspects  ol  producitig 
and  editing  text  much  easier,  so  more  attention  can 
be  devoted  to  the  mental  aspects.  Word  processors 
can  also  be  used  to  create  situations  whic  h  stimulate 
children's  creativitv  with  language  and  motivate 
them  to  write. 

A  fourth  grade  class  in  Oceanside,  California, 
has  produced  a  school  newsletter  with  their  word 
processing  system.  The  well  written,  eleven  i:»age 
newsletter  contains  news  stories,  book  reviews, 
jokes,  original  stories,  and  letters  to  the  editor,  llie 
newsletter  reflects  careful  use  of  the  formatting 
capabilities  of  the  word  processing  system.  It  has 
centered  headlines  and  is  neatly  divided  into  pages 
with  two  columns  of  print  on  each  page. 

f  he  children  in  this  class  did  most  ol  their 
writing  in  pairs,  helping  each  other  both  in  tising 
the  computer  and  in  creating  and  editing  text.  The 
cliildren  could  access  each  other's  working  drafts 
and  offer  comments  on  them.  They  used  a  word 
processing  progi  am  developed  by  researchers  at 
the  L'niversitv  of  California  at  San  Diego.  It  contains 
some  special  features,  such  as  a  command  that 
aiuomatically  arranges  the  text  into  a  paragraph 


Micro-Ed  is  EXPANDING! 


Send  for  free  educationed  catalogs 


*V  Specify:  Pet  •  Vic  •  TI  •  Apple  •  TRS-80 


you  can  telephone  us 

at  Micro-Ed,  Inc. 

612-926-2292  PO  Box  24156        Minneapolis,  MN  55424 


98 


COMPUTEl 


March,  1982,  Issue  22 


format  or  a  sentence  format.  The  ease  of  making 
changes  made  editing  and  revising  fun  rather  than 
a  chore.  In  a  letter  to  the  editor  of  the  newsletter, 
two  of  the  children  reported  tliat  writing  with  the 
computer  was  "...funner  and  easier  than  writing 
with  pencil  and  paper.  Also  it  does  not  hurt  your 
hand." 

The  potential  of  word  processors  to  facilitate 
children's  writing  has  been  further  demonstrated 
at  the  Trillium  School,  a  special  school  for  learning 
disabled  children  in  Ontario,  (Canada.  The  students 
range  from  7  to  16  years  old,  but  their  reading 
levels  range  from  first  grade  to  fifth  grade.  Many 
of  these  children  had  previously  refused  lo  do  any 
lorm  (;(  writing.  The  sciiool  recently  began  using 
computers  in  the  classrooms  and  found  the  children 
were  eager  to  use  them.  VV' hen  word  processing 
was  introduced,  the  teachers  were  delighted  to 
find  the  students'  enthusiasm  for  computers  carried 
through  to  using  them  for  writing.  These  students 
now  write  school  reports,  take  essay  exams  and 
do  creadve  wridng  assignments  with  the  word 
processor. 

In  the  East  York  schools  in  Ontario,  Canada, 
children  from  second  to  eighth  grade  are  being 
gi\  en  the  opportunity  to  use  word  processing 
programs.  Teachers  of  all  grades  indicate  that 
children  are  eager  to  write  with  the  computer. 
After  some  initial  typing  practice,  the  children  find 
it  nuich  ea.sier  than  using  a  pencil,  pen  or  typewriter. 
They  write  more,  edit  more,  and  pi  oduce  better 
compositions. 

The  teachers  and  i  esearchers  who  have  ob- 
served children  using  word  processors  report  very 
consistent  patterns  of  change  in  the  children's 
writing.  The  most  immediate  result  is  that  students 
want  to  WTite  more  often  and  produce  longer 
compositions.  Teachers  of  young  children  have 
reported  that  the  length  of  the  average  essay 
doubles.  The  next  change  occttrs  when  the  children 
become  familiar  w^th  the  editing  capabilities  of  the 
word  processor.  First  they  start  being  more  careful 
to  correct  typing,  spelling  and  punctuation  errors. 
Then  they  begin  to  change  words  and  sentences. 
Finally,  they  learn  to  reorganize  the  material, 
moving,  adding  and  deleting  large  sections  of  text. 
They  no  longer  just  edit  for  details  but  also  pay 
more  attention  to  the  meaning  of  ideas  and  the 
order  of  presentation. 

Overall,  tising  word  processors  has  been  very 
beneficial  in  the  classes  we  have  seen.  The  children 
enjoy  writing  more,  they  are  more  willing  to  revise 
their  work,  and  they  produce  better  essays.  They 
take  pride  in  the  quality  of  their  writing,  the  final 
neat  print-outs,  and  the  fact  that  they  know  how  to 
use  a  computer. 

The  potential  of  word  processors  as  a  creative 


teaching  resource  is  just  beginning  to  be  realized. 
We  have  heard  of  a  number  of  interesting  ideas 
that  are  now  being  developed  or  tested.  The 
Department  of  Education  has  coiuracted  with  Bolt 
Beranek  and  Newman,  Inc.,  a  company  in  Cam- 
bridge, Massachusetts,  to  develop  a  writing  cm - 
I  iculum  using  computer  technology.  The  aims  of 
the  project  are  to  develop  tools  to  facilitate  writing, 
and  environments  to  encourage  and  motivate 
writing.  One  plan  is  to  set  up  a  within-school  com- 
puter based  message  system.  Students  can  use  this 
to  exchange  information,  take  surveys  of  students' 
and  teachers'  opinions,  ask  for  information,  and 
other  such  uses.  Using  the  message  system  will 
require  learning  to  use  a  computer  and  text  editor. 

Re.searchers  from  the  University  of  California 
at  San  Diego  are  developing  a  new  use  of  computers 
in  schools.  They  will  have  children  in  California 
exchange  written  messages  with  children  in  Alaska. 
All  of  the  writing  w^il!  be  done  on  computers  and 
the  messages  will  be  sent  via  an  electronic  com- 
munication system.  This  will  allow  immediate 
responses  and  on-line  interactions. 

Another  possibility  fi>r  using  word  jjrocessing 
is  interactive  stories  in  which  the  child  helps  create 
a  story  as  he  or  she  reads  it.  I'his  can  be  done  in 
various  ways.  In  one  use  of  interacdve  stories,  the 
cliildren  are  given  incomplete  stories.  They  then 
use  the  word  processor  to  fill  in  the  missing  patls 
and  perhaps  change  parts  o(  tlie  original  storv. 
Another  possibility  is  to  give  children  paragraphs 
describing  various  events.  The  children  choose 
which  events  to  put  in  their  stories,  and  how  these 
events  should  be  sequenced  and  interrelated. 

Getting  Started  With  Word  Processing 

Once  you  have  a  computer,  you  need  to  add  a 
word  processing  program  and  a  printer  to  use  it 
lor  producing  and  editing  text.  There  are  manv 
word  processing  programs  available  for  each  of  die 
widely  sold  computers.  In  a  future  colunm  we  may 
review  some  of  them  with  an  eye  towards  classroom 
rather  than  office  use. 

Two  general  points  merit  mentioning  here. 
One  is  that  children  seem  best  able  to  use  programs 
with  what  are  known  as  scrtru  editors.  With  a  screen 
editor,  what  you  see  on  the  screen  is  what  voti  get 
on  the  printer,  and  making  a  change  on  the  screen 
atuomatically  makes  the  same  change  in  the  com- 
ptiter's  memory.  The  otlier  point  is  to  remember 
that  for  most  classroom  purposes  you  do  not  need 
as  sophisdcated  and  expensive  a  word  processing 
program  as  you  would  want  in  an  office. 

There  are  three  classes  of  printers.  1  hernial 
or  electrostatic  printers  are  the  least  expensive  to 
buy.  They  print  quickly  and  are  relativelv  quiet. 
Their  disadvantage  is  tliat  they  require  special 
paper  and,  if  they  are  to  be  used  a  great  deal,  this 


March,  1982  Issue  22 


COMPUTE! 


99 


can  become  very  costly.  T!ie  next  type  is  the  dot 
matrix  printer.  These  are  more  expensive  to  Iniy 
than  tliermal  printers,  btit  since  they  use  legular 
paper  they  may  be  more  economical  in  the  long 
rtni.  Dot  matrix  pi  inters  are  widely  used  and  are 
the  best  choice  lor  most  chissroom  word  processing 
apphcations.  Their  main  disadvantage  is  they  tend 
to  be  noisv.  The  third  type  is  typewriter-(|iiaHiv 
primers.  Hiese  produce  the  nicest  print,  but  are 
much  more  expensive.  When  checking  into  printers, 
be  sure  to  check  the  cost  of  the  interface  yoti  will 
need  to  attach  the  printer  to  your  computer. 

One  worry  is  that  children  have  to  learn  to 
tvpe  in  ordcM-  to  tise  word  prf)cessing  [programs. 
We  have  (oinid  dial  withjusi  a  little  practice  most 
children  prefer  typing  to  writing  w  ith  a  pen  or 
pencil.  Also,  sever  al  programs,  such  as  Typing;  Tutor 
by  Microsoft,  are  available  to  help  master  typing. 

We  do  not  have  the  space  here  to  mention  all 
the  relevant  projects,  ideas  and  prodticts.  (Fortu- 
nately, we  do  all  our  w riting  on  a  woicl  [processor, 
so  that  when  we  realized  we  had  written  too  much, 
it  was  easv  to  edit  and  reorganize  this  article  to  fit 
oin^  s|Xice.)  We  have  co\ered  just  a  few  ol  the  many 
possible  uses  ofWord  processing  programs  in 
edtication.  We  hope  to  hear  from  yoti  abotu  odier 
innovative  pi  ()jects  and  ideas.  © 


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1 


100 


COMPUTEl 


March,  1982,  Issue  22 


Friends  Of  The 
Turtle 


Figure  3. 


David  D.  Thornburg 
Los  Altos.  CA 


iz^ 


t=- 


Figure  4. 


V 


FRIENDS  OF  THE  TURTLE 


Procedures  And  Pathways 

All  turtle  languages  incorporate  at  least  two  basic 
commands -one  to  move  the  turtle  forward  and 
another  to  make  it  turn.  In  Atari  PILOT,  for  ex- 
ample, one  can  have  the  turtle  draw  a  40  unit 
square  by  entering  the  commands: 

GR:  DRAW  50 
GR:  TURN  90 
GR:  DRAW  40 
GR:  TURN  90 
GR:  DRAW  50 
GR:  TURN  90 
GR:  DRAW  40 
GR:  TURN  90 


Figure  1. 


Figure  2. 


A 


GR :      DRAM    40 


GR:      TURN     3& 


GR:      DRQH    4e 


GR :      TURN     30 


Figure  5. 


Figure  6. 


V 


■^ 


GR:      DRAM    48 


GR :      TURN     ^e 


Figure  7. 


Figure  8. 


GR 


DRAM     40 


GR 


TURM     50 


If  you  want  lots  of  these  squares,  most  turtle 
environments  will  let  you  create  a  procedure  which 
can  be  used  anytime  you  want  to  draw  this  figure. 
In  our  case  (using  Atari  PILOT),  the  procedure 
starts  with  a  name  (for  example,  ^SQUARE).  Next, 
the  commands  shown  above  are  entered,  and 
finally  the  end  command  is  entered.  In  PILOT  this 
last  command  is  simply  E:. 

Once  a  procedure  is  defined,  it  can  be  used  to 
create  copies  of  squares  at  any  screen  location, 


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102 


COMPUTit 


March,  1982  Issue  22 


orientation,  or  color  you  may  desire.  In  our  case, 
one  simply  uses  the  procedure  with  the  use  com- 
mand; e.g,,  U:  ^SQUARE.  In  this  manner,  proce- 
dures let  you  extend  the  number  of  things  the 
turUe  can  "understand".  To  see  how  handy  this  is, 
look  at  the  following  program  which  draws  several 
squares: 

GR:  PEN  YELLOW 
GR:  GOTO  -30,0 
U:  *SQUARE 
GR:  PEN  BLUE 
GR;  TURN  30 
U;  *SQUARE 
GR:  GOTO  20,30 
GR:  TURN  40 
U:  *SQUARE 
GR:  PEN  RED 
GR:  TURN  70 
U:  *SQUARE 


Figure  9. 


can  make  steady  progress  from  the  outline  to  the 
final  program  without  having  to  deal  with  massive 
numbers  of  statements  at  a  time.  I  tend  to  keep 
procedures  short  and  sweet  -  and  to  use  lots 
of  them. 

The  next  topic  for  this  month  is  the  idea  of  a 
closed  pathway.  Closed  turtle  paths  have  some 
interesting  properties.  If  you  look  at  the  figures 
shown  above  for  the  square,  you  might  think  that 
we  were  done  when  we  drew  the  fourth  side  (Figure 
7).  If  you  think  about  it  some  more,  you  will  see 
that  the  turtle  is  back  at  the  place  where  it  started, 
but  that  it  hasn't  returned  to  its  original  orientation. 
Closed  turtle  pathways  have  the  property  that  the 
turtle  returns  to  its  original  location  and  orientation 
at  the  end  of  the  trip.  This  is  a  very  important 
point  to  remember. 

Now^  that  we  have  defined  a  pathway,  let's  look 
at  a  simple  way  to  create  some  special  closed  paths 
in  Atari  PILOT.  One  type  of  closed  path  creates 
geometric  shapes  called  regular  polygons.  A  regular 
polygon  is  a  closed  figure  which  is  made  from 
equal  length  sides  and  equal  turning  angles.  While 
we  could  repeat  our  DRAW  and  TURN  commands 
for  each  side  and  angle,  this  would  make  our  proce- 
dures very  long  and  tedious  to  type  out.  Fortun- 
ately, Atari  PILOT  allows  some  shorthand  to  make 
this  task  easier.  For  example,  the  command: 

GR:  4(DRAW  30;  TURN  90) 

will  draw  a  square  on  the  display  screen.  The 
command  says,  in  effect,  "Repeat,  four  times,  the 
commands  DRAW  30  and  TURN  90". 

Using  this  shorthand,  we  can  create  several 
polygons  to  study. 

GR:  4(DRAW  30;  TURN  90) 
GR:  5(DRAW  30;  TURN  72) 
GR:  6(DRAW  30;  TURN  60) 


Figure  10. 


While  this  isn't  a  particularly  pretty  picture,  it 
does  illustrate  how  to  use  procedures  to  save  a  lot 
of  typing!  Procedures  also  make  programs  easier 
to  read. 

An  even  greater  value  oi  procedures  is  the 
freedom  they  give  you  while  you  are  w  riting  a 
program.  As  you  think  about  what  you  want  your 
program  to  do,  you  can  write  the  program  in  oudine 
form,  with  procedure  names  being  used  for  those 
activities  you  haven't  fully  defined.  Next,  you  can 
create  each  procedure  and  test  it  out  independently 
of  the  others  to  make  sure  it  works.  In  this  way  you 


GRs  4CDRAM  30;TURN  ^03 
GR:  5CE>RAM  3e;TURN  VHJ 
GR-      eCDRAM     33; TURN     601 


March,  1982.  Issue  22 


COMPUTE! 


103 


We  have  created  three  closed  paths  —  a  square,  a 
pentagon,  and  a  hexagon.  If  you  look  at  the  com- 
mands which  created  these  figures,  you  will  notice 
that  the  only  thing  that  changed  was  the  number  of 
sides  and  angles,  and  the  amount  that  was  turned 
each  time.  If  you  are  really  on  your  toes,  you  might 
have  noticed  that  the  total  amount  turned  for  each 
figure  was  the  same:  4x90  =  360,  5x72  =  360,  and 
6x60  =  360.  The  total  amount  of  turning  for  simple 
closed  paths  is  360  degrees,  regardless  of  the 
nimiber  of  sides  on  the  polygon.  This  is  called  the 
Tut  tie  Total  Trip  Theorem,  and  it  is  a  beaudful 
unifying  concept  that  makes  turtle  geometry  quite 
valuable- 

If  yoii  would  like  some  challenges  until  next 
time,  think  about  these  two  problems. 

1 .  Can  yoti  use  the  Turtle  Total  Trip  Theorem 
to  help  you  make  a  figure  which  looks  like  a 
circle? 

2.  Look  at  the  picture  which  results  from  this 
command: 

GR  5(DRAW  50;  TURN  144) 


Figure  11, 


How*  inuch  total  turning  did  this  figure  require? 
Why? 

Until  next  time,  keep  those  turtles  moving, 
and  send  me  ideas,  pictures,  programs,  and  any- 
thing else  you  want  to  share  with  your  fellow 
members.  Friends  of  the  Turtle  chapters  should  be 
started  in  your  home  town.  Let  ine  know  wiiat  you 
are  doing. 

Resource  List 

Turtle  graphics  is  increasing  in  popularity  both  as 
an  educational  and  as  an  artistic  tool.  From  time  to 
time,  we  will  publish  updates  of  books,  languages, 
and  organizations  which  incorporate  and/or  de- 
scribe turtle  geometry.  As  you  look  at  this  list,  you 


might  find  that  I  have  left  some  important  referen- 
ces out  —  please  let  me  know  what  is  missing!  In  the 
meantime,  here  is  a  beginning  list  to  get  us  started. 

Books: 

Mindstonns:  Children,  Computers,  and  Powerful  Ideas  by  Seymour 
Papert  (Basic  Books,  1980). 

Turtle  Geometry:  The  Computer  as  a  Medium  for  Exploring  Mathe- 
matics, by  Harold  Abelson  and  Andrea  diSessa  (MIT  Press, 

1981). 

Computer  Languages  and  Products: 

Big  Trak  (programmable  robot  vebicie  from  Milton  Bradley) 

Atari  PILOT  (language  cartridge  lor  Atari  400  and  800  from 

Atari) 

77  LOGO  (language  cartridge  Ibr  the  11  99/4  and  99/4A  from 

Texas  Instruments) 

WSFN  (language  disk  or  tape  for  tbe  Atari  400  and  800  from 

Atari  Program  Exchange) 

WSFN  (language  tape  for  the  Conmiodore  PET  from  Peninsula 

School  Computer  Project.  Peninsula  Way,  Menlo  Park,  CA 

94025) 

Organizations: 

Young  People's  LOGO  Association 
1208  Hillsdale  Drive 
Richaidson/rX  74081 

Friends  of  the  Turtle 

P.O.  Box  1317 

Los  Altos,  CA  94022  © 


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Algebra 

Expliciity  Produced  Exercises  in  Algebra 

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104 


COMPUTEI 


March,  1982.  fssue  22 


Large  Alphabet 
For  The  VIC 

Doug  Ferguson 
Elide.  OH 

There  are  many  exciting  applications  for  the  64 
programmable  characters  on  the  VIC-20.  David 
Malmberg^s  article  in  the  first  issue  of  Home  aud 
Educational  COMPUTING!  explains  fully  how  the 
VIC  can  generate  programmable  characters  merely 
by  changing  the  contents  of  memory  location  36869, 
and  by  redefining  the  64  eight-pixel  tall  characters 
beginning  at  7 1 68. 

Another  interesting  memory  location  in  the 
VIC  is  nearby:  36867.  (Changing  its  contents  creates 
double-sized  characters.  By  POKEing  a  47  into 
36867,  the  bottom  border  of  the  screen  drops  out 
cjf  sight  and  vertically-paired  characters  occupy 
"stt  etched''  screen  locations.  After  clearing  the 
screen,  type  an  A  and  get  l:.  Actually,  the  VIC's 
first  character  is  the  ''@  "  (screen  POKE  0)  which 
yields  a.  Continue  to  type  the  alphabet  and  see  how 
the  stacked  letters  follow  a  pattern.  To  return  to 
normal,  POKE  36867,46  or  hit  the  RESTORE  and 
RUN/STOP  keys  simultaneously. 

I  set  about  to  combine  these  two  ideas  so  that  I 
could  get  a  large  alphabet.  I  painstakingly  re- 
programmed  the  B  to  look  like  the  top  of  a  stretched 
"A"  and  the  C  to  look  like  its  matching  ix)ttom  hall. 
Continuing  on  for  nearly  two  hours,  I  made  it  to 
the  "O"  and  gave  up  for  the  night. 

Somehow,  the  clear  light  of  day  the  next 
morning  directed  me  toward  a  much  simpler  ap- 
proach: if  the  characters  already  reside  in  ROM, 
Just  read  each  eighth  of  a  character  twice  into  the 
RAM  space  for  programmable  characters  to  pro- 
gram two  letters  at  a  time! 

Clearly,  only  32  stich  stretched  characters  can 
be  made  since  only  64  unstretched  characters  can 
be  readily  programmed.  The  space  key  and  all  the 
numerals  fall  in  the  wrong  half  of  the  64,  but  all  26 
letters  of  the  alphabet  can  be  stretched  with  the 
following,  surprisingly  short,  program: 

10   POKE  56,28:  REM  RELOCATE  END-OF-MEMORY 

POINTER 
20  CH  =  32776:  REM  LOCATION  OF  ALPHABET 

IN  ROM 
30  FOR  X  =  7I84  TO  7600  STEP  2:  REM  ALPHABET 

IN  RAM 
40  POKE  X,  PEEK(CH):  POKE  X+  1,  PEEK(CH): 

REM  STRETCH 
50  CH  =  CH  +  1:  NEXT  X:  REM  LOOP 
60  POKE  36879,25:  REM  NO  MORE  BORDER 


70  POKE  36869,255:  REM  PROGRAMMABLE 

CHARACTERS 
80  POKE  36867,47:  REM  STRETCHED  CHARACTERS 
90  PRINT  **(clear)ABCDEFGHIJKLMNOPQRSTUV 

WXY2'*:  END 

Lines  20  through  50  read  the  normal  alphabet 
(8x8  pixels)  out  of  ROM  and  into  RAM.  Since 
RAM  is  also  where  a  longer  program  will  do  its 
work,  line  10  tells  the  computer  not  to  g{)  beyond 
7 1 34  (28  times  256).  Line  60  is  for  the  purist  who 
notices  the  lack  of  a  bottom  border  with  the 
'^normal"  screen. 

Simple?  Certainly.  The  biggest  drawback  is  the 
lack  of  numerals  and  spaces.  In  string  variables 
with  spaces,  e.g.,  A$=:"HELLO  THERF;\  the 
space  can  be  replaced  by  the  symbol  for  cursor- 
right. 

The  applications  of  this  large  alphabet  pro- 
gram are  left  to  the  reader.  Although  it  is  obvious 
that  any  characters  can  be  prt)grammed  for 
stretching,  only  the  alphabet  (and  a  few  insignificant 
symbols)  can  be  programmed  in  a  way  that  an 
exact  keyboard-to-character  correspondence  can 
be  realized. 

I  would  appreciate  hearing  from  anyone  who 
can  expand  on  this  or  who  has  a  clever  application.© 


Discover  how  easy  it  is 

for  you  to  get  useful 

results  from  your  VIC. 


Understanding  Your  VIC  Volume  1:  Basic 
programming  uses  a  proven  step-by-step  approach 
to  teach  programming.  It  costs      $11,95 

A  cassette  tape  with  two  demonstration  programs 
from  the  book  is  available  for  S7.95.  It  will  save  you 
typing  time  and  eliminate  typing  errors. 

VfC  Software 

Easy  to  use  program  for  you  to  create  new 
characters  for  graphics  or  games.  Cassette     $9.95. 


See  your  dealer  or  order  direct 

VISA/MC  accepted 

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VIC  20  and  PET  are  Regtatered  TfacJemarks  of  Commodor©  Business  Machines 


106 


COMPUTEI 


March,  1982.  Issue  22 


Concentration 

Charles  Brannon 
Editorial  Assistant 

One  application  of  a  user-definable  character  set  is 
high-resolution,  five-color  games  in  GRAPHICS 
modes  one  and  two.  For  example,  the  invaders  in 
Atari*$  Space  Invaders  game  are  GRAPHICS  I 
characters.  The  illusion  of  smooth  motion  is  per- 
formed with  the  aid  of  a  special  feature  of  the 
Atari,  horizontal  fine  scrolling.  Although  my  game 
is  less  ambitious,  it  shows  what  you  can  do  with 
minimum  effort  -  I  spent  no  more  than  three 
hours  programming  —  from  the  design  to  the 
finished  game. 

The  game  is  based  on  the  card  game  "Concen- 
tration.'' Two  decks  of  cards  are  thoroughly 
shuffled  together,  then  laid  out  in  a  matrix  of  8  by 
13  cards.  Each  player  takes  his  turn  by  turning 
over  two  cards.  If  they  match,  they  are  removed 
from  the  set  and  this  "point"  is  credited  to  the 
player.  If  not,  they  are  flipped  back  over.  The 
game  continues  until  all  the  cards  have  been 
matched  and  removed. 

The  Atari  Version  Is  Siightiy  Different 

The  Atari  version  of  the  game  is  rather  different, 
but  the  idea  is  similar.  Nineteen  different  graphics 
symbols  (people,  sailboats,  "happy  faces,''  cars,  etc.) 
are  randomly  hidden  in  a  16  by  20  array.  When 
the  game  is  run,  the  computer  draws  the  "board,"  a 
solid  green  rectangle.  It  then  Hashes  the  prompt 
"START/SELECT"  at  the  bottom  of  the  screen. 
Press  [SELECT]  to  change  the  number  of  players, 
and  [START]  to  begin  play.  A  solid  red  cursor  is 
placed  at  the  top  left  corner  of  the  board.  Move  the 
cursor  with  joystick  #1  (everyone  uses  the  same 
joystick).  When  you  wish  to  "flip"  a  card,  press  the 
red  button.  Then  try  to  match  the  revealed  symbol 
by  selecting  another.  If  successful,  your  score  is 
increased  by  one.  The  play  then  passes  to  the  next 
player.  Since  the  array  is  16  by  20  elements,  (a  total 
of  320)  there  could  be  as  many  as  160  matches. 
Unlike  the  card  game  version,  there  are  multiple 
pairs  of  each  symbol.  This  could  make  for  a  very 
long  game,  so,  instead,  the  first  player  to  get  ten 
matches  wins.  SuperFont  (COMPUTE!  #20)  could 
be  used  to  design  other  gaming  characters. 


lee  REti 

t       Concentration       1 

lie  REM 

120  REH 

(C)  1981 

Si!i-ill   Systetiis 

Ser- 

'-'ices.   Inc. 

130  REM 

Ckarles 

Brannon  12/03/31 

140  F£f-1 

150  055UB  740 

160  bRAP'rilCo  l+lb-POKE  .•ob-BHSt 

170  POKE  < PEEK'::  560  >+25b:=f:PEEK(  561  ;'+i).'  =  +6 

4 

180  SETCOlOk  2.y;l«-5ETC0L0R  4.b..0  =  SETC:u 

LOP:  1..12..6 

190  IP  1=9  THEH  Din  A(l&..2e)..CHI(2@>.'SC( 

4:>.-PRGMPTJ(24:' 

290  FOR  1=1  TO  4:SD;i::=0:NtXT   I 

210  CH-|= "  n+  ..-./=;  <=>?§[■■  ■.>•_" 

220  CCLDR  1 

230  F'RuMPT$="iSTART   ISELECTSTART   t  SELECT 


i  u 

I 


240  FCK  Y=l  TO  20  =  FOR  >-=i  TO  lb  =  H(K.-Y)=I 

HT<  1  a^RHD::  0 )+ 1)  ^  PLOT  X+ 1 .  Y+2  ^  NEXT  X  ■■  HtKT 

T 

250  FfS  I T 1  ON  !■■  y  ■  ?  #6 ;  ''■  1  concentrat  i  on  i " 

260  HP=1  ^PGilTIGH  2..2:?  %.:  "rBCDEFGH.IJKL 

f-t.ji-iP":Frif;'   1=1  TG  20: COLOR  224+1=  PLOT   i..I 

+2=NEKT  I 

270  F"0:BITIOr4  S.-l^?  #6; 'MPLRVtSSi    '■ ; rfr' =  FHi 

KE  53279..8:F"0KE  2S;26:K=0 

280   IF  PEEK(29)>25  THEM  POSITION  4.2^^? 

#b ;  PRur-1PT$(  1+K*12;  12+K^a2;>  =  POKE  28.- 8  =  K=l 

-K 

290  IF  T  THEH  318 

300  T=F'EEK(53279;:'aF  T=7  THtH  T=0mXTO  2 

310  IF  PEEKC 53279 >=T  TF€h  319 

320  IF  T=5  THEN  NP=tft<f|:*<4)+l  :T=8  =  P=T:G 

OTO  2f'0 

330  IF  T06  THEH  388 

340  FiKITIOH  4/23  =  ?  16; " 

350  m\  mm  loop 

36.0  P=P-;-.(P<HP>+l=  POSITION  2;1=?  #6;"iFiR 

YERi  ^";P.;"  score  "=SC(P::' 

■ii'Q   lOSUB  619  =  >U=K  =  Yi=Y  =  Ul=U 

380  GOSUB  619=  IF  U=U1  THEH  458 

390  SOJHD  0.20.-2;8  =  SOUNO  1.- 198. 12.-3  =  FLf; 

l-^l  TO  50  =  NEXT  W=  SOUND  0.- 8; 9. 9  =  SOUND  1.-8 

..  8..  8  =  POSI T  ION  5,-  23_;_?  #6  = "  I  PRESS  h  IRt  I " 

490   IF  STRr'^=;0)=l    iHEH  489 

410  IF  STRIG(9>=S  THEH  419 

420  POSITION  5/23  =  ?  #6.=  "  " 

439  CCiOR  l^FiOT  K+i;V+2  =  PL0T  >=;i+l  ■Yl+2  = 
SiX>HO  0:12. 12.8  =  F&R  bF=i  TO  29  =  NEXT  14 

440  SilJND  8.,y,-0:O  =  GOTO  369 

458  FOR  I=i  TO  15  STEP  0.4  =  SOUND  9..  1*17, 
12;I  =  SGUH0  l.-I-?:l7.-i2.:I=r-EXT  I  =  SOUNO  0..9,. 
9.. 8  =  SOUND  l;y.'0..8 

P>:rOK  1=1  TO  iS-POKE  799 ;PEEK( 53778 )-rO 

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108 


OOMFUTi! 


March,  1982.  Issue  22 


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110 


COMPUIEI 


MarchJ982.  Issue  22 


Comment  Your 
Catalog 


Richard  Cornelius 
Department  of  Chennistry 
Wichita  State  University 
Wichita  KS 


Since  the  first  day  that  I  had  my  Apple  II,  I  have 
been  frustrated  by  the  inabihty  to  fully  identify 
stored  programs  and  files  except  by  using  long 
names.  Wouldn't  it  be  nice,  for  example,  to  have 
the  date  of  the  latest  revision  of  a  program  stored 
along  with  its  name?  Of  course,  a  person  can  always 
make  the  date  part  of  the  name,  but  I  thought  that 
there  ought  to  be  a  better  way.  There  is  a  better 
way.  I  have  written  a  program  to  make  writing 
comments  in  the  catalog  easy. 

Control  Characters 

You  may  have  already  discovered  that  some  control 
characters  can  be  part  of  program  and  file  names 
in  the  catalog.  For  example,  a  CTRL-J  at  the  end 
of  a  program  name  is  helpful  in  formatUng  the 
catalog.  The  CTRL-J  is  a  linefeed  which,  when 
entered  as  the  last  character  in  a  program  name, 
has  the  effect  of  leaving  an  empty  Hne  between  that 
program  name  and  the  next  one  when  the  catalog 
is  listed.  Another  control  character  which  can  be 
inserted  into  a  program  name  is  CTRL-G  which 
will  make  the  Apple  beep  when  the  name  of  the 
program  is  listed  in  the  catalog- 
Most  of  the  other  control  characters  can  be 
entered  into  program  names,  but  generally  they 
are  not  particularly  useful.  One  applicadon  they 
do  have  is  based  on  the  fact  that  control  characters 
in  a  name  do  not  actually  appear  on  the  screen  in 
the  catalog,  but  they  must  be  used  in  order  to 
access  the  program  on  the  disk.  Their  invisibihty 
can  provide  a  measure  of  security  by  preventing 
someone  else  from  readily  loading  programs  off  of 
your  disk.  (See  your  Apple  DOS  manual  for  a 
program  to  detect  most  of  these  control  charac- 
ters.) 

The  control  character  that  I  have  found  useful 
in  creating  comments  for  the  catalog  is  CTRL-H, 
the  backspace  character.  This  character  cannot 
easily  be  entered  directly  into  a  program  name. 


Typing  CTRL-H  is  the  same  as  pressing  the  left 
arrow;  you  can  backspace  over  characters,  but  the 
character  that  you  backspace  over  is  deleted  from 
the  name  as  you  backspace.  The  solution  to  this 
difficulty  is  to  put  CHR$(8)  into  a  string  variable 
that  you  use  as  the  program  name.  In  immediate 
mode,  [not  in  a  program  —just  type  it  on  the  screen 
directly]  try  going  through  the  routine  below  using 
an  initialized  disk  with  only  the  HELLO  program 
on  it: 

]CATALOG 
DISK  VOLUME  254 
A  002  HELLO 

]D$  =  CHR$(4) 

]N  AME$  =  "ABC"  +  CHR$(8)  +  CHR$(8)  +  "DEF" 

]?D$**SAVE";NAME$ 

]CATALOG 

DISK  VOLUME  254 

A  002  HELLO 

A  004  ADEF 
]LOAD  ADEF 
FILE  NOT  FOUND 
] 

The  hnes  that  start  with  a  "]"  prompt  are  the  ones 
that  I  typed  into  the  Apple.  The  others  are  those 
that  the  computer  wrote.  When  1  try  to  load  ADEF 
the  computer  tells  me  FILE  NOT  FOUND  because 
the  name  is  not  ADEF,  but  ^' ABC"  +  CHR$(8)  + 
CHR$(8)  +  "DEF".  Although  the  program  name  in 
the  catalog  appears  to  be  four  characters  long,  if 
you  were  to  ask  ?LEN(NAME$)  you  would  find 
that  it  is  actually  eight  characters  long. 

This  information  about  CHR$(8)  is  really  all 
that  you  need  in  order  to  be  able  to  write  comments 
into  your  catalog.  You  simply  create  a  string  variable 
that  contains  enough  backspace  characters  to  back- 
space over  the  letter  that  idendfies  the  file  type  and 
the  number  that  gives  how  many  sectors  are  occu- 
pied on  the  disk  by  the  file.  Once  ail  of  that  infor- 
mation is  backspaced  over,  the  desired  conmient  is 
entered  into  the  string.  The  string  variable  is  then 
used  as  shown  above  to  SAVE  a  program  -  any 
program.  The  "comment"  is  actually  the  name  of  a 
program  —  whatever  program  you  had  in  memory 
when  you  do  the  SAVEing  -  but  it  doesn't  look  like 
a  program  name  because  the  file  type  and  sector- 
count  information  is  missing. 

Some  Limitations 

This  commenting  technique  does  have  its  limita- 
tions. Names  of  programs  are  limited  to  30  charac- 
ters by  DOS.  Since  the  first  character  of  a  name 
cannot  be  a  control  character,  seven  backspaces  are 
needed  to  erase  the  information  that  is  normally 
printed-  The  first  character,  plus  these  backspaces, 
consume  eight  of  the  available  30  characters,  so 
only  22  characters  can  go  into  a  comment.  In  addi- 


March.  1 982  Jssue  22 


COMPUTE! 


^11 


tion,  you  have  only  limited  control  over  where  in 
the  catalog  the  comment  appears.  This  kind  of 
comment  is  best  used  for  disks  on  which  people  are 
not  going  to  be  making  many  changes.  As  long  as 
you  start  with  a  fresh  disk  and  put  the  files,  pro- 
grams, and  comments  onto  the  disk  in  the  order 
you  wish  them  to  appear,  the  catalog  will  come  out 
fine.  If  you  modify  programs  in  such  a  way  as  to 
change  their  length,  then  the  order  of  items  in  the 
catalog  may  be  changed  and  the  comments  will  no 
longer  be  adjacent  to  the  program  name.  One 
more  limitation  is  that  hard  copies  of  the  catalog 
are  harder  to  make  appear  as  nice  as  the  screen 
listing  of  the  commented  catalog.  If  you  try  to 
print  the  catalog  directly,  the  printer  will  backspace 
and  overstrike  the  original  characters. 

This  difficulty  can  be  overcome  by  listing  the 
catalog  on  the  screen  and  then,  using  a  program 
such  as  that  by  jeffSchnioyer  (COMPUTE!  #6)  to 
route  the  screen  image  to  the  printer.  In  spite  of 
these  limitations,  I  have  prepared  commented 
catalogs  such  as  the  one  in  Figure  1 .  Each  line  of 
letters  is  actually  a  ptogram  name,  but  the  onlv 
programs  of  inteiest  are  the  ones  that  have  the  File 
type  and  sector  count  next  to  them.  The  other 
program  names  serve  only  as  comments,  and  the 
actual  programs  could  be  anything  (or  nothing). 

Clearly  typing  all  of  these  naiues  with  the 
CHR$(8)  feature  inserted  could  be  quite  a  chore  at 
the  keyboard,  so  1  wrote  a  program  to  enter  the 
comments  into  the  catalog.  The  program  is  called 
simply  ^'Catalog  Commenter''  and  is  a  short  BASIC 
(Applesoft)  program,  I  he  program  shows  just  how 
long  the  name  can  be  and  lets  you  cither  erase  or 
write  names.  It  then  gets  a  catalog  so  that  you  can 
see  what  you  have  done.  Hitting  anv  kev  clears  the 
screen  and  takes  you  back  to  the  begiiming  of  the 
program.  This  program  is  the  one  Uiat  was  used  to 
prepare  tlie  catalog  Figure  I .  After  the  backspace 
characters,  two  spaces  are  inserted  into  the  initial 
part  of  the  string  variable  tiscd  for  the  name.  This 
spacing  makes  the  comments  appear  lined  up  with 
the  sector  count  of  the  'Veal"  program  names  in 
the  catalog,  bui  further  limits  the  length  of  the 
comments  to  20  characters. 


Figure  1. 

DISK   UOLUHE  254 
ft  025  PH  PLOT-BUFFER   CflPflCITV 

(Hhin  prohrpih  which 
loads  other  files > 


^B  002  OR  LOfiDER  &  LINE  ERfiSE 
(OUERLflVS  HIRES  PAGE 
2  ONTO  Pfi6E  1  AND 
ERASES  HIRES  TEXT 
LINES.  A$300i  H$325> 

*B  027  MZCHAR3 

(SPECIAL  WHITE  CHAR- 
ACTER SET.  A$6000) 

^B  006  INSTRUCTIONS 

<BINARV  TEXT  FILE  OF 
I NSTRUCT IONS. A$8000 ) 

*B  034  COUER  PA6E 

(BINARV  HIRES  FILE. 


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410 


REM   **  CATALOG  COMMENTER** 

REM  BY  RICHARD  CORNELIUS 

REM  CHEMISTRY  DEPARTMENT 

REM  WICHITA  STATE  UNIV, 

REM  WICHITA,  KB   67208 

REM  (316)  689-3120 

REM   ** INITIALIZATION** 

D$=  CHR$ (13)  +  CHR$ (4) 

REM  D$  SIGNALS  DOS  COMMAND 

N$=  CHR$(8)  +  CHR$(8)  +  CHR$(8) 


REM  CHR$(8)  IS  BACKSPACE 
N$="A"+N$+N$+CHR$(8)+"   " 
HOME:  VTAB  5 
REM   **GET  COMMENT** 
PRINT  "TYPE  IN  COMMENT" 

PRINT" UP  TO  THIS  LONG — " 

INPUT" ";C$ 

PRINT 

PRINT"WRITE(W) ,  ERASE(E),  OR  QU 

IT(Q)?"; 

GET  G$ 

IF  G$=  "Q"  THEN  410 

IF  G$  <>  "E"  AND  G$  <>"W"  THEN  " 

GOTO  220 

REM   **CREATE  PROGRAM  NAME** 

N$=  N$  +  C$ 

REM   **WRITE  TO  DISK** 

IF  G$=  "E"  THEN  370 

PRINT  D$"SAVE";N$:GOTO  380 

PRINT  D$"DELETE";N$ 

PRINT  D$ "CATALOG" 

GET  G$ 

IF  G$  <>  "Q"  THEN  220 

PRINT:PRINT"THE  END"  © 


112 


COMPUTEt 


Morch,  1982,  Issue  22 


STARFIGHT3 


David  R  Mizner 
Houston,  TX 

STARFICxHT3  is  a  program  that  will  let  you  fight 
off  Klingons  to  save  the  Federation,  Before  you 
start  typing  away,  a  little  word  ol  warning  is  needed. 
This  program  loves  memory.  In  fact,  STARFIGHT3 
will  use  it  all  up;  so  he  careful  entering  the  program. 
An  extra  space  added  now  may  cause  a  "no 
memorv"  nie.ssage  later. 
Havefun!!f 

Program  Description 

A  new  Cialaxy  is  generated  each  time  the  program 
is  RUN.  A  random  number  of  stars  (maximum  of 
25)  and  Klingons  (maximum  ol  3)  are  generated 
and,  along  with  the  Fnterprise,  are  randomly 
placed  in  a  10x10  Galaxy. 

Fhe  Fnierprise  is  e(]uipped  with  three  j^hoton 
torpedos  for  every  Klingon,  and  three  shield  units. 
Fhree  liits  on  the  Enterprise  from  Klingon  attacks 
will  deplete  its  shielcL  a  fourth  hit  will  destroy  the 
enterprise.  Fhere  will  be  seli-destruction  if  the 
Enterprise  runs  into  a  star  or  Klingon  while  traveling 
around  the  (ialaxy. 

Klingons  (all  that  have  not  been  destroyed) 
will  fire  at  the  Enterprise  if  your  response  time  for 
a  command  is  too  slow  or  if  your  torp  misses.  Only 
one  hit  on  the  Enterprise  is  allowed  per  attack. 
Take  note  that  the  Klingons  fire  their  lorps  in 
eight  directions  while  the  good  gtivs  can  onlv  fire 
in  one  direction  at  a  time.  However,  neither  side 
can  fn  e  through  a  star. 

The  Stat  s  and  Klingons  retnain  stationary 
ihioughout  the  game. 

Progrom  Directions 

1.  Observe  operating  procedures  for  VIC20. 

2.  Commands 

a.  Move:  VIC  will  recjuest  direction  arrd  dis- 
tance. Direction  is  a  nmnber  Irom  1  ihiough 
8,  while  distance  is  the  number  of  spaces  you 
want  to  move. 

b.  1  orp:  \  IC:  will  retiuest  a  direction.  For]) 
does  not  have  a  distance  since  a  photon  torpedo 
will  travel  tmtil  it  hits  a  star,  Klingon,  or  Cialaxv 
botmdarv. 

c.  End:  This  command  ends  the  game.  ^^You 
surrendered"  is  the  real  meaning  of  **end/' 

3.  Scan 

a,  A  scan  is  generated  before  each  command 
request. 

b.  fhe  Cialaxv  is  displayed  so  yoti  tan  see  the 


actual  location  of  stars,  Klingons,  and  the 
Enterprise.  At  the  same  time,  the  direction 
code  is  printed  out. 
c.  Scan  code. 


Enterprise 


Klingon 


♦£  h: 


Star 


* 


Direction 

fhe  direction  for  moving  the  Enterprise  or 
fning  a  photon  torpedo  is  given  by  entering  a 
nimiber  from  1  through  8.  Ihese  mmibers 
will  let  yoti  move  or  lire  a  torp  every  forty-live 
degrees. 


^-  3 


Changing  the  game's  difficulty 

a.  You  can  change  the  number  o(  torps  allowed 
by  modifving  line  120. 

b.  Another  wav  is  to  change  the  time  you  at  e 
allowed  before  the  Klingons  fire.  The  value  of 
TIS  is  changed  bv  modil  ving  lint  s  450,545, 
and/or  15:iO. 


10    PRINT" {CLEAR}       **    STARFIGHT3    **" 

20    PRINT:PRINT"DAVID    R    t^IZNER ,  SEP81" 

3  0    X=PEEK{56)-2:POKE5  2,X:POKE56,X:POKE51 

,PEEK(55) :CLR 
40  CS=256*PEEK(52)+PEEK(51) 
50  F0RI=CST0CS+511:P0KEI ,PEEK (I+32768-CS 

) :NEXT 

6  0  FORI=7168T0717  5:READJ:POKEI,J:NEXT 

7  0  DATA15,68,228,254,228,6  8,15,0 

8  0  FORI=7448T07455:READJ:POKEI,J:NEXT 
90  DATA7, 12, 204, 252, 204, 12, 7,0 

100  POKE36869,255 

110  DIMA% (10,10) ,KL(6) 

120  FORI=1TO10 

130  FORJ=1TO10 

140  A%{I,J)=0 

150  NEXTJ 

160  NEXTI 

170  K=INT(RND(l)*3+i) : S=INT (RND ( 1 ) *25+l) 

180  KC=K:T  =  3*K:H==3 

190  FORI^ITOS 

200  GOSUB840 

210  IFA%(C1,C2)<>0THEN200 


VIC20    VIC-20    VIC-20    VIC-20    VIC.20    VIC-20    VIC-20    VIC-20    VIC-20    VIC-20 


NEW  uin^po  ^0^™^^^ 

General  Purooi^e     ^"        ^      ^^^^  ^^^^     ^^^^  thouahthatfiowefvnunBcitrpinifinkc 


General  Purpose 


'  Character  Generator 
Design  your  own  special  symbols  tor 
any  mathematioal  or  engineering  ap- 
plication with  your  own  unique  fi- 
gures, create  excellent  low  resolution 
graphics  for  your  garnes,  The  pro- 
gram comes  on  a  cassette  wUh  a 
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Pfice.  , $12-50 

*  Mailing  List 

Create  files,  enter  your  mailing  lists, 
names,  addresses  and  pfione  num- 
bers with  this  user  fnenoly  program, 
Use  one  keystroke  commands  to  sort 
by  name  or  zip  code,  modify,  delete  or 
add  new  entries,  and  store  them  on 
tape.  Recall  entries  by  name  or  phone 
number.  Print  out  mailing  lists.  Its 
Simple!  Requires  at  least  10k  bytes  of 
memory  to  be  used  effectivety. 
Price    .  ,  ,  S16/00 

*  Bold  Face 

This  program  tets  you  create  titles, 
banners,  and  headlines  in  almost  any 
shape  or  size  Create  b(g  banners, 
headlines,  feetlmes.  all  kinds  of 
lines.  Imagine  a  ten  foot  long  "Happy 
Birthday",  for  instance. 

Price ,  S9.00 

'  Text  Editor 

At  last!  The  indespensable  ■  An  easy 

to  use  single  load  text  editor  for  your 

VIC,  Don't  wait  any  longer. 

Price ,S16  00 


Mathematics 

MathPak 

•  Complex  Function  Calculator:  Use 
your  VIC  as  a  handy  complete  number 
calculator  with  eight  registers  to 
store  complex  numbers,  recall  them, 
operate  on  them,  and  restore  them, 

•  Matrix  Operations:  Add.  subtract, 
muilipty,  find  the  inverse  and  deter- 
minant of  any  matrices  with  this 
menu  driven  program. 

•  Systems  of  Linear  Equations:  Solve 
any  system  of  linear  equations  with 
this  menu  driven  program 

•  Function  Analysis;  Finds  zeros. 
mm,,  max,,  derivative,  or  integral  of 
any  user  supplied  polynomial  func- 
tion. 

Statistics  I  and  11:  Compuies  mean 
^rc  standard  deviation  Performs 
iir-eaf  ana  nonlinear  regression  on  a 
ubff'  suppitco  aata  set  as  wen  as  his 

•  Special  Functions:  Use  trigonomet- 
ric functions  not  found  m  VIC'S  tn- 
siruction  set  with  this  easy  to  use 
program. 

•  Data  and  Function  Plotting:  Plots 
any  user  supplied  functions  or  data 
set  with  labets  on  the  VIC  printer, 

Each    program S9.50 

Complete  MathPak $49.50 


Educational 

*  us   Quiz  Set 

■  States  of  the  Union 

'  Revolutionary  War  Battles 

'  Civil  War  Batties 

This  series  of  four  tutorial  programs 

helps    teach    rmportant    facts   about 

US    History.   Learn  the  who,  when, 

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it  IS,  what  lis  capital  and  population 

are    Learn  about  the  battles  of  the 

Revolutionary    and    Civil    wars    that 

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and  where  they  were  fought,  who  the 

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won' 

Single  .  58.00 

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•  Qui!  Kit 

Create  your  own  quizes  with  this  han- 
dy quiz  progfammmg  kit  Compile  the 
questions  and  answers  and  the  com- 
puter program  does  the  rest.  This 
flexible  program  al  lows  you  to  design 
custom  quiz  sets  for  home  or  class- 
room use.  A  great  way  to  teach  or  to 
study 

Pnce  $14,00 

'  Spelling  Bee 

I     You    are    the    spelling    bee,    and 


though  that  flower  you  nestfe  in  looks 
beautiful,  if  you  miss  the  word,  it's 
deadly  The  program  contains  a  dic- 
tionary of  often  misspelled  words  for 
you  to  practice  on. 
II.  Included  on  the  same  tape  is  an  ad- 
vanced version  of  the  above  program 
that  allows  teachers  and  parents  to 
make  their  own  lists  of  hard  to  spell 
words  to  use  with  this  program. 
Pnce $12,50 

Games  &  Entertainment 

'  Road  Rally 

■  Wipeout 

*  Hidden  Code 

*  Alien  Descent 
'  Labyrinth 
'  Pods 

*  Blackjack 

■  Kaliedescope 
Each 
Any    three 


Color 
Sound 

Graphics 


S7.00 
SI  7.00 


Order  today  or  ask  for  our 

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VIC-20    VIC-20    VIC-20    VIC-20    VIC-20    VIC.20    VIC-20    VIC-20    VIC-20    VIC-20 


220  A% (C1,C2)=1 

230  NEXTI 

240  FORI=1TOK 

250  GOSUB840 

260    IFA% {C1,C2)<>0THEN250 

270    A%  (C1,C2)=2:KL(I)==C1:KL(I  +  3)=C2 

280    NEXTI 

290    GOSUB840 

300    IFA%  (C1,C2)  O0THEN290 

310    A% (C1,C2)=3:E1=C1:E2=C2 

3  20  PRINT :PRI NT :P HINT" KLINGONS",K 
330  PRINT:PRINT"TORPS" ,T 

340  PRINT:PRINT"STARS" ,S 

350  FORI=1TO3000:NEXT 

360  GOSUB860 

370  PRINT: PRINT"ENTER  YOUR  COMMAND" 

380  PRINT" 1=M0VE  2=T0RP  3=END" 

390  TI$="000000" 

400  INPUTC 

410  IFTI$<"000015"THEN440 

420  GOSUB1130 

430  GOTO360 

440  ONCGOTO470,580 

450  PRINT" >YOU  SURRENDERED" 

460  GOTO1420 

470  PRINT:PRINT"ENTER  DIRECTION , DISTANCE" 

4  80  C1=E1:C2=E2:TI$=" 000000" 
490  INPUTC, D 

500  IFTIS<"000015"THEN530 

510  GOSUB1130 

520  GOTO350 

530  IFC>8ORD>14THEN490 


540 

550 

560 

570 

580 

590 

600 

610 

620 

630 

640 

650 

660 

670 

680 

690 

700 

710 

720 

730 

740 

750 

760 

770 

780 

790 

800 

810 

820 

830 

840 

A% (E1,E2)=0:GOSUB670 

E1=T1:E2=T2 

IFA% (E1,E2)=10RA% (El , E2) =2THENPRINT" > 

HIT    A    STAR    OR    KLINGON'*  ;  GOTO1420 

A% (E1,E2)=3:GOTO360 

IFT>0THENGOSUB1270 

IFT>0ANDKC>K0THEN36  0 

PRINT" >N0  MORE  TORPS" 

IFKO1THEN640 

PRINT">RAM  LAST  KLINGON" 

GOTO470 

PRINT" >YOU' RE  OUTNUMBERED" 

PRINT">FEDERATION  IS  LOST" 

GOTO1420 

ONCGOTO690,7  00,710,7  20,7  30,740,7  50 

U=-1:V=-1:GOTO760 

U=-'1:V=0:GOTO760 

U=-1:V^1:GOTO760 

U=0:V=1:GOTO760 

U=1:V=1:GOTO760 

U=1:V=0:GOTO760 

U=1:V=-1:GOTO760 

U=0:V=-1 

F0RI=1T0D 

T1=C1  +  I*U:T2=^C2+I*V 

IFT1<1ORT1>10ORT2<1DRT2>10THEN8  20 

IFA% (T1,T2) >0THEN830 

NEXTI 

GOTO830 

T1=C1+(I-1) *U:T2=C2+(r-l) *V 

RETURN 

C1^INT(RND(1) *10+1) :C2=INT(RND(1) *10+ 

1) 


114 


COMPUTEI 


March,  1982  Issue  22 


850 

RETURN 

1160 

PRINT" >KLINGON  SHOOTING" 

860 

PRINT: PRINT"  ***  SCAN  ***" 

1170 

F0RC=1T08 

870 

PRINT: PRINT"  ++++++++++++" 

1180 

GOSUB670 

880 

FORI=1TO10 

1190 

IFA%{T1,T2)=3THEN1230 

890 

PRINT"  +"; 

1200 

NEXTC 

900 

FORJ^1TO10 

1210 

NEXTM 

910 

ONA% {I ,J)+1GOTO940,960,980 

1220 

GOTO1260 

920 

PRINT" @"; 

1230 

H=H-1:IFH<0THEN650 

930 

GOTO990 

1240 

PRrNT:PRINT">ENTERPRISE  IS  HIT" 

940 

PRINT"  "; 

1250 

PRINTH"SHIELD  UNITS  LEFT" 

950 

GOTO990 

1260 

RETURN 

960 

PRINT"*"; 

1270 

PRINT:PRINT"PH0TON  TORP  DIRECTION" 

970 

GOTO990 

1280 

TI$="000000" 

9  80 

PRINT" #"; 

1290 

INPUTC 

990 

NEXTJ 

1300 

IFTI$<" 000015 "THENl 330 

1000 

ONIGOTO1020, 10 30, 104 0,1 050, 106 0,107  0, 

1310 

GOSUB1130 

1080 

1320 

GOTO1410 

1010 

GOTO1090 

1330 

C1-E1:C2=E2;T=T-1:D=14 

1020 

PRINT"+   COURSE" :GOTO1100 

1340 

IFO8THEN1270 

1030 

PRINT"+":GOTO1100 

1350 

GOSUB670 

1040 

PRINT"+     1":GOTO1100 

1360 

IFA%(T1,T2)<>2THEN1400 

1050 

PRINT"+    8  2":GOTO1100 

1370 

A%  (T1,T2)=0;KC=KC-1 

1060 

PRINT"+   7    3":GOTO1100 

1380 

IFKC=0THENPRINT">  FEDERATION  SAVED  <" 

1070 

PRINT"+    6  4":GOTO1100 

GOTO1420 

1080 

PRINT"+     5":GOTO1100 

1390 

GOTO1410 

1090 

PRINT"+" 

1400 

GOSUB1130 

1100 

NEXTI 

1410 

RETURN 

1110 

PRINT"  4-  +  +  +  +  +  +  +  4-  +  +  +  " 

1420 

PRINT:PRINT 

1120 

RETURN 

1430 

INPUT" ANOTHER  GAME  1=YES";Z 

1130 

F0RM=1T0K 

1440 

IFZ=1THEN120 

1140 

C1=KL(M) :C2=KL(M+3) :D=14 

1450 

END                                  © 

1150 

IFA% {C1,C2)=0THEN1210 

"Probably  the  best-documented 

programs  I've  seen  for  the  PET/CBM." 


Robert  Baker,  Sept.  1981  KILOBAUD/Microcomputing 


HESBAL  :  Assembler/editor  for  PET  and  VIC 

HESCOUNT,    ^  .         ■       ,      ,    s      OCT      ^  v/r^ 
HESLISTER  •  '^^'^^gging  tools  for  PET  and  VIC 

HESPLOT  :  Hi-res  graphics  subroutines  for  VIC 

HESCAT  :  Disk  cataloging  system  for  PET 

HESCOM  :  Exchange  data,  programs  between  PET  and  VIC 


V 

I 

c 


Also,  many  games  for  the  VIC 


Write  today  for  your  free  catalog 


Human    €ngineered    SoFtuuare       (213)  398-7259 
3748  Ingleuuood  Blvd.  Room  1 1  24  HOURS 

Los    flngeles,    Colifornio    90066 


PET,  CBM,  and  VIC  are  trademarks  of  Commodore 


Dealer  Inquiries  invited 


SOURCE  ID: 
TCK308 


March,  1982  Issue  22 


COMPUTEl 


115 


Swirl  And  Scribble 


Matt  Giwer 
AnnandaleVA 


Swirl  produces  extremely  complex  designs  in 
Graphics  8  which  have  to  be  seen  to  be  appreciated. 
These  are  not  simple  sinusoidal  or  trigonometric 
plots,  but  ratlier  are  of  some  artistic  ineiit  and  may 
be  suitable  for  logos,  letterheads  and  the  like. 

The  basis  for  these  plots  is  the  set  of  equations 
in  lines  230  and  235.  They  arise  irom  the  study  of 
modern  control  theory  and  are  of  interest  in  that  a 
very  small  change  in  the  two  input  constants,  A 
and  C,  can  produce  a  very  large  change  in  the 
shape  and  character  of  the  plots.  The  program  is 
easily  adaptable  to  computers  other  than  the  Atari 
by  simply  plotting  the  values  of  X  and  Y  as  in  line 
250.  The  values  of  R  and  V  merely  center  the  plot 
on  the  screen. 

On  your  first  few  plots  you  will  notice  that,  for 
the  first  minute  or  so,  the  points  will  all  be  in  a 
small  area  in  the  center.  REM  lines  2249  and  2250 
show  how  to  change  line  250  to  show  this  region. 
To  get  you  stalled  the  501  through  660  REM  lines 
show  pairs  of  valties  for  A  and  C  respectively. 

A  note  of  caution:  since  this  irses  Giaphics 
H  +  1 6,  if  the  program  should  end,  the  display  will 
go  back  to  Graphics  0  and  tell  yoti  that  it  is  ready. 
This  is  why  the  1  loop  in  line  215  is  set  to  3000. 
Although  a  few  hundred  would  be  more  than 
cnotigh  to  fill  enough  to  fill  the  scrceti  tire  extra 
hundreds  Iiurt  nothing  and  permit  imexpected 
phone  calls  and  the  like. 

Scribble 

A  computer  program  should  be  scaled  to  its  ttsers. 
Scril>ble  is  a  simple  program  thrown  together  at 
the  insistance  of  my  six  year  old  who  remembei*ed 
that  oin^  last  comptiter  had  a  btiilt  in  game  called 
scribbling.  The  Atari  would  never  be  up  to  his 
standards  until  there  was  a  w^ay  to  scribble  on  the 
screen.  So  in  order  to  keep  down  the  heated  dis- 
cussions as  to  which  comptiter  to  hook  ti|j  to  the 
rV  I  threw  this  short  program  together.  To  my 
surpri.se  this  little  program  is  held  higher  in  his 
estimation  than  Star  Raiders  and  is  second  only  to 
his  favorite  sea  serpent.  I  offer  it  here  for  your 
child's  enjovment. 

To  use,  a  joystick  is  inserted  into  position 
number  one  and  this  draws  a  line  on  the  screen. 
Pushing  the  trigger  erases  the  screen.  No  other 


provision  for  operator  interaction  is  made.  Keeping 
it  simple  kept  it  popular. 


Scribble 

1  m\  WtE  SO^lIBBLE 

1108  GRAPHICS  5+16 

U02  COLOR  1 

1210  A=3Tia(C0::' 

1220  IF  R=7  THBI  X=X+1 

1238  IF  R=:ll  im\  X=X-1 

1240  IF  H=14  THEN  Y=Y-1 

1250   IF  R=13  THEN  Y=:Y+1 

1260  IF  H=£  THEN  X=X+^Y=Y-1 

1270  IF  H=5  im\  X^K+1:Y=Y+1 

1280  IF  A=y  ThEN  X=X-1:Y^Y+1 

1236   IF  ft=10  THEN  X=X-1:Y=Y-1 

1400   IF  X<0  T^€H  X=e 

1410   IF  X>75  T^EH  X=79 

1420  IF  Y<0  imi  Y=9 

1430  IF  Y>47  TfEN  Y=47 

1500  FIOT 

1510  IF  S 

1550  GOTO  1210 


11  II 


TRIG<0;'=a  THEN  GRhPHIi 


5+16 


.  ti 


Swirl 

58  GRAPHICS  9 

89    V     :?     :?    :•? 

90  ?  "INPUT  A  Arc  C 

190  ItPUT  A.C 

110  ?  "R=".:h;"     C=".;C 

151  lRAPHICS  8+ib  color  1 

152  R=150 

153  T^-S 

154  SETCGltJR  2..  L8 

155  SETC0LI3R  1.-4.13 

170  :k=i 

180  Y=i 

215  F(S<  1=1   to  3868 

22&  S=X 

230  >=:=A:¥:V+C:*:K+S$K*?=*i:  l-C>/(  1+K*K> 

235  Y=-S+C:>'X+2*K*X*':  1-C )/( l-m'A  > 

250  TRAP  315  =  FIOT  >=:+R..Y+T^TRftP  40809 

315  f-SKT  I 


326  GOTO  220 
330  Bli 

501  REM  1.W1..-1 

502  RS1  1.01.-95 

503  PB1  1.01; -.92 

504  FS1  UERY  QJOD..  BLACK  HOLE  1.8i..+0.S 

505  Rei  1.01.-.1 

600  REM  1.0001. .-2 

601  REM  A  RmGE  .9?9  AM:  .952;  C  RAHUt  - 
2.0055  AMD  -1.9 

650  F£M  1.01..0 

651  REM   1. 003. +.0810-.  001 
S6Q  Rfil   1.008;+.05<>-.05 

2249  REM  TO  SEE  THE  CEHTER  OF  THESE  PLOT 
SCHAHGE  LINE  250  TO 

2250  REM  LINE  250  TRAF'  315 -PLOT  :=ai8+R..¥ 
:^ly+T  ■■  TRAP  •46000 

4900  ErC 

5000  t3FsPHICS  0LI3T  1.338 


COMPUTE! 

The  Resource. 


Software  for 
Personal  Computers 


A    collection 

of    10   choHengirg    progfomi   created    to    provide    a 

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GAMES        • 

HELICOPTER   BATTLE        Req, -16K   RAM   Coisette 

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HORSE   RACING               Req.-14K   RAM  Cosiette 

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KENO                                  Req.-    BK   RAM  Coi^ette 

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LIGHTNING   fiOLTS           Req, -16K   RAM   CosieH*? 

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ond   REACTION                            -24K    RAM   Disk 

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THE   MAD   MARSIE            Req,  -    BK    RAM   Cossette 

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-  IdK    RAM'Dhk 

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MUSIGAME  f2  Gomel)     Req,  -  16K    RAM   Coiiette 

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-24K    RAM    Disk 

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SUPEHMASTER                    Req.  -    3K    RAM   Cosiette 

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^16K    RAM    Disk 

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TAG                                        Req— 16K    HAM   Cosieite 

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~\6K    RAM   Disk 

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TRACTOR   BEAM                Req.  -    BK   RAM  Cossette 

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Every  PET 
Needs  a  Friend. 


CURSOFT-^  is  the  best  friend  your  Commodore  PET  will 
ever  have.  Since  Ju!y,  1978  we  have  published  170  of  the 
most  user-friendly  programs  for  the  PET  available  any- 
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Naturally,  CURSOR  programs  are  technically  excellent. 
Each  program  that  we  publish  is  extensively  edited  or  re- 
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good!  We  delight  in  bringing  you  off-beat,  unusual  programs 
that  "show  off"  the  abilities  of  your  PET  or  CBM. 

CURSOR  is  user-friendly,  technically  great  and  full  of  im- 
aginative programs.  And  every  issue  of  CURSOR  is  still 
available!  We  continue  to  upgrade  previously  published 
programs  so  that  they'll  work  on  the  four  varieties  of  Com- 
modore ROMs.  All  issues  from  #23  on  also  work  on  the  80 
column  CBM. 

For  only  $5,95  you  can  buy  a  sample  issue  and  judge  for 
yourself,  or  send  $20.00  and  we'll  mail  you  the  four  most 
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your  PET),  Each  C-30  cassette  tape  includes  five  prog- 
rams, a  graphic  Front  Cover,  ready  to  LOAD  and  RUN  on 
your  PET  VISA  and  Mastercard  welcome. 

Who  knows?  After  your  PET  meets  CURSOR,  things  may 
never  be  the  same! 

CURSOR  IS  3  trademaili  of  The  Code  Works. 


AUTHORIZED  DISTRIBLTTORSt 


Great  Brftaifi 
AUDlOCENrC,  Lid 

P.O.  Box  66 
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HoHind 

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Bergeme  ester 

Van  Suchrelen^iraai  46 

7413  XP  Deventer 


fapin 

SYSTEMS  FORMULATE  CORP. 

Shin-Mikicho  Bidg,  VB-IJ 
Vaeiu,  Chuo-ku.  Tokyo  103 
Autlriladj 
MICROCOMPUTER 
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133  Regent  Sireet 
Chfppendale.  Sydney 
NSW  Auslrafra  2006 


theCODE 
WORKS 


Box  550 

Coleia,  CA  93116 
805-683-1585 


MofCh,  1982.  Issue  22 


COMPUTi! 


117 


WEBS 


Loran  Gruman 
Burnsville,  MN 


Here  is  a  one-player  game  for  a  40-column  PET 
[or  an  80  column  machine  with  the  program  in 
COMPUTE!  #12.  pg.  130  loaded  —  Ed.].  If  your 
machine  has  sound,  turn  it  on. 


100  REM  WEB  WRITTEN  1980  BY  LORAN  G 

RUMAN  2300  SO  SKYLINE  DR.  "■ 

BURNSVILLE 
110  REM  MINNESOTA,  55337 
120  POKE59467,0 
130  PRINT" {CLEAR} {02  DOWN} {08  RIGHT 

RIGHT} {REV}WEB  INSTRUCTION 

S:{OFF}" 
14  0  PRINT" {02  DOWN} YOU  ARE  THE  NUMB 

ER." 
150  PRINT"KEEP  THE  MOVING  NUMBER  FR 

OM  TOUCHING  ANYWEB  ON  THE  ~ 

SCREEN." 
160  PRINT" {DOWN}THE  NUMBER  IS  CONTR 

OLLED  BY  PUSHING: 
170  PRINT" {DOWN} {03  RIGHT} 8=UP 

8" 
180  PRINT" {03  RIGHT}4=LEFT 

B" 
190  PRINT"  {03  RIGHT}6=RIGHT 

4C5C6" 
200  PRINT" {03  RIGHT} 2=D0WN 

B" 
210  PRINT" {03  RIGHT} 5=ST0P 

2" 
220  PRINT" {DOWN}  TEN  HITS  A 

ND  YOUR  OUT. {DOWN}" 

230  PRINT" {02  DOWN} {04  RIGHT}PUSH  A 

NY  KEY  WHEN  READY  TO  START 
n 

240  GETK$:IFK$=""THEN240 

250  PRINT" {CLEAR} ":A=32768:F=49 

260  R=INT(RND(1)*500)+1:Q=A+R 

270  GETB$ 

280  IFB$="4"THENC=-1:S=1 

290  IFB$="6"THENC=1:S=1 

300  IFB$="8"THENC=-40:S=1 

310  IFB$="2"THENC=40:S=1 


320 

330 

340 

350 

360 

370 

380 

390 

400 

410 

420 

430 

440 

450 

460 

470 

480 

490 

500 

510 

520 

530 

540 

550 

560 

570 

580 

590 

600 

610 
620 
630 

640 
650 

660 

670 
680 


690 
700 

710 


IFB$="5"THENC=0:S=0 

IFC=40ORC=-40THEN360 

IFP+C>39ORP+C<0THENC=0:S=0:GOTO 

360 

P=P+C 

IFAA=ETHENE=INT(RND(1) *25)+l;I= 

TT:TT=INT{RND{1)*4)+1:AA=0 

IFTT=1THENQ=Q+1 

IFTT=2THENQ=Q-1 

IFTT=3THENQ=Q-40 

IFTT=4THENQ=Q4-40 

IFTT=4ANDI=3THENQ=Q+1 

IFTT=3ANDI=4THENQ=Q-1 

IFQ>33768THENTT=3:GOTO360 

IFQ<32768THENTT=4:GOTO360 

LETAA=AA+1 

P0KEQ,81 

IFA+C>33767ORA+C<32768THENS=0:G 

OTO270 

T=T+S:IFS<>0THEN  GOSUB680 

A=A+C 

V=PEEK(A) 

IFV<>32ANDDV<>FTHENN=1 

IFV=FTHENN=1 

IFC=0THENN=0 

IFN=1THENGOSUB650 

F=F+N:IFF=58THEN570 

N=0:POKEA,F:GOTO270 

PRINT" YOU  SCORED  A  TOTAL  OF";T" 

{LEFT}  ":PRINT:GOSUB690 

PRINTTAB(30) ;"  "; 

PRINT" 

{02  LEPT}{0 
2  UP}" 
PRINT"DO  YOU  WISH  TO  PLAY  AGAIN 

(Y/N)"; 
GETPG$:IFPG$=""THEN610 
IFPG$="Y"THENCLR:GOTO250 
IFPG$="N"THENPRINT" {CLEAR}THANK 
S  FOR  PLAYING  " : END 
IFPG$<>"Y"ORPG$<>"N"THEN610 
POKE59466,0:POKE59467,16:POKE59 
466,15 

FORNN=30TO9  0STEP6:POKE59464,NN: 
NEXT 

POKE59467,0:RETURN 
POKE59464,150:POKE59467,16:POKE 
59466 , 15 : FORZ=1TO10 :NEXT: P 
OKE59467,0:RETURN 
POKE59466,0:POKE59467,16:POKE59 
466,51 

FORNN=225TO120STEP-2:POKE59464, 
NN:NEXT:FORNN=120TO255STEP 
2 

POKE59464,NN:NEXT:POKE59467,0:R 
ETURN  C 


118 


COMPUTEI 


March,  1982  Issue  22 


Review: 


Votrax 
Type  'n  Talk: 

TNT 

Charles  Brannon 
Editorial  Assistar^t 


The  concept  oi  the  Votrax  Type  *ii  Talk  speech 
synthesizer  is  simple:  you  send  the  device  a  word, 
and  it  pronounces  it.  For  example,  the  command 
PRINT#1,  ^' HELLO"  would  cause  the  Votrax  to 
say  "hello/*  This  makes  programming  it  simple 
and  fun.  Other  synthesizers  can  require  you  to 
construct  words  from  one  or  two  letter  phonemes, 
the  simplest  units  of  speech.  For  example,  the 
word  "hello"  might  he  coded  as:  "H  EH3  L  O"  or 
''[(aX&Z'  Yet  another  kind  of  synthesizer  lets  you 
send  English  words,  but  has  a  memorized  vocabu- 
lary which  is  limited  by  memoiy  size.  What  makes 
Votrax  imicjue  is  the  combination  of  ease-of-use 
and  flexibility. 

The  voice  is  distinct  and  iniderstandable,  biU 
it  is  obviously  artiFical.  It  sounds  robotic,  similar  to 
the  voice  synthesizers  found  in  many  arcade  and 
electronic  pin  ball  games.  Both  volume  and  fre- 
quency (pitch)  can  be  adjusted  with  knobs.  The 
voice  sounds  most  natural  at  its  lower  frequency. 

Built  into  the  unit  is  a  "text-to-speech''  algo- 
rithm that  converts  Enghsh  words  into  phonemes 
that  can  be  pronounced  by  the  device  —  no  easy 
task.  C'onsidering  the  coniplexily  of  ihe  English 
language,  it  is  a  remarkably  good  algorithm,  per- 
mitting you  to  generate  speech  with  straightforward 
PRINT  statements.  Its  arbitrary  methods  can  cause 
some  problems.  "COMPUTE!"  sounds  like  "com- 
put/'  "HELLO"  sounds  a  bit  slurred,  "HUH  LO" 
sounds  better.  It  is  sometimes  necessary  to  inten- 
tionally misspell.  "COMPUTE!"  sounds  excellent 
when  spelled  "COM  PEWT."  The  space  breaks 
longer  words  into  distinct  syllables.  Some  few 
words  are  tougher  to  generate;  for  example, 
MOUSE  becomes  "mus"  (the  ous  is  treated  like  the 
ous  in  dangerow.v).  Spelling  it  MOWSE  doesn't  help; 
it  comes  out  "mose"  as  in  most.  To  solve  any  such 
problems  you  can  also  program  speech  directly 
with  phonemes. 

Is  Votrax  for  you?  It  depends  on  the  applica- 
tion. Votrax  can  be  the  basis  for  some  fascinating 
dialogue  games,  such  as  ELIZA  and  Adventure.  It 


can  liven  up  arcade  games  with  threats,  taunts,  and 
warnings  (We  Are  The  MURLOD  Invaders). 

Voice  synthesis  is  an  alternate  (superior?) 
man-machine  iiuerface;  it  can  streamline  business 
(can  you  imagine  your  computer  saying  "Please 
insert  the  Word  Processing  Disk?").  It  would  be  of 
tremendous  aid  to  the  blind,  where  every  character 
typed  could  be  spoken  and,  when  SPACE  was 
pressed,  the  preceeding  word  spoken. 

Votrax  can  be  attached  to  almost  any  computer, 
via  an  RS-232  interface.  It  can  even  be  attached 
between  the  computer  and  another  device,  permit- 
ting data  to  be  spoken  automatically  (CompuServe 
becomes  TalkuServe?).  Although  a  one-watt 
amplifier  is  built  in,  you  must  provide  a  speaker 
(eight-ohm). 

The  significance  of  the  Votrax  Type  'n  Talk  is 
its  text-to-s[)eech  routine.  It  permits  beginners  to 
use  it  immediately,  and  relieves  professionals  of 
the  tedium  of  phoneme  construction.  The  Votrax 
deserves  its  acronym  -  any  device  that  can  pack  so 
much  power  into  such  a  small  box  is  truly  TNT! 

Vfflrax  Divisiofi  oj  Federal  Screiv  Works 

5(H)  Stephenson  Ifi^lnvay 

'nm\Mirhiiran   ^hSOS^f' 

S375  '  © 


EPROM 
PROGRAMMER 

Shown  assembled.  EPROM  not  included. 


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ports  must  be  software  controllable  for  input  or  output.  Timing  is 
done  via  hardware,  thus  is  independent  of  MPU  clock  rate.  Verify 
erased.  Program  —  entire  or  partial.  Auto  verify  after  program- 
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Complete  kit  of  parts  (includes  Z!F  socket) S  45.00 

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Software  listings  for  additional  MPUs 

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Mesa.  Arizona  85202  •  602-839-8902 


March,  1982.  Issue  22 


COMPUTEI 


t19 


Review: 


Olympia's 
ES 100  KRO 

Typewriter/ 
Printer 

Richard  Mansfield 
Assistant  Editor 


The  ESI  00,  one  of  a  line  of  Olynipia  printer- 
typewriter  combinations,  can  serve  as  an  advanced, 
stand-alone  typewriter  with  correction  facilities  or 
as  a  computer  printer.  It  contains  a  built-in  RS 
232-C  serial  interface  and  will  work  with  most 
personal  computers.  As  one  of  the  new  "intelligent" 
typew  riters,  it  operates  somewhat  differently  from 
the  venerable  machines  so  common  only  a  few 
years  ago. 

The  first  thing  you  notice  is  that  veiy  little  is 
mechanical-  you  don't  move  margin  stops»  you 
simply  set  them  with  left  and  right  margin  keys.  All 
keys  are  repeating,  w  hen  used  with  the  "repeat" 
key.  Reverse  vertical  half-line  spacing  (for  super- 
scripts), choice  of  two  pitches,  reverse  tabulation, 
CR  without  LF,  and  several  line  spacings  are  all 
key-selected.  Unlike  the  older  generation  of  elec- 
trics, most  of  the  formatting  and  spacing  is  done 
f  Tom  the  ke\  board.  As  when  using  a  word  proces- 
sor, you  can  move  around  the  page  w  ithoul  taking 
vour  fingers  from  the  kevs. 

Another  feature  of  this  latest  generation  of 
typewriters  is  their  feel.  They  resemble  a  computer 
keyboard  in  layout,  versatility,  and  touch.  Instead 
of  a  direct  mechanical  relationship  between  a 
pressed  key  and  struck  paper,  the  keys  simply  click 
to  let  you  know  that  they've  been  acknowledged  by 
the  system.  The  96-character  typewheel  responds 
at  16  characters  per  second  (if  you  could  type  that 
fast).  1  his  separation  of  the  mechanical  from  the 
keyboard  activities  makes  sense  when  the  printing 
mechanism  does  not  care  whether  it  gets  informa- 
tion from  the  keys  or  from  a  computer. 

A  green  LED  shows,  on  a  numbered  scale,  the 
precise  typing  position.  The  value  of  some  of  these 
features  might  not  be  immediately  obvious,  but,  in 
use,  their  utility  becomes  clear.  The  carriage  return 
without  line  feed,  for  example,  makes  under  lining 
easier.  Reverse  tabulation  means  that  you  don't 


need  to  return  to  the  left  hand  margin  to  access  the 
tab  stops  -  you  can  move  left  through  the  stops  as 
well  as  tabbing  right,  the  traditional  direction. 

Specifications 

The  typewriter  stores  functions  in  an  accumulator 
with  the  margin  release  and  tab  settings  "remem- 
bered" for  70  to  90  hours.  A  "correction  memory" 
allows  the  revision  of  up  to  eight  characters  if  the 
mistake  is  noticed  at  once.  Depending  on  the  platen 
size  (13/15  inches)  the  printer  supports  a  maximum 
paper  width  of  12:9/15.3  inches  and  a  line  length 
of  1 1.6/15.5  inches.  The  unit  weighs  30.3/36.3 
pounds. 

There  are  92  characters  on  the  keyboard  and 
line  spacing  can  be  either  I,  1  V2,  or  double.  Hori- 
zontal spacing  (keyboard  selected)  is  between  ten 
and  twelve  characters  per  inch.  A  variety  of  type- 
styles  are  available  on  the  printwheels  and  there 
are  five  types  of  ribbon  cartridges  (black,  black/red, 
carbon,  correctable  film,  or  multi-strike). 

Using  a  standard  Type  D  25  connector,  the 
interface  permits  odd,  even,  or  no  parity  bits  and 
the  data  rate  is  jumper  selectable  between  1 10, 
134.5,  150,  or  300  baud. 

There  are  a  variety  of  "daisy  wheel"  printers 
on  the  market.  These  printers  feature  excellent, 
crisp  lettering  and  typefaces  w  hich  are  easily  and 
quickly  changed.  The  Olympia  ES  100  KRO  de- 
serves to  be  considered  even  if  the  intent  is  simply 
to  upgrade  an  older  electric  typewriter  to  the  new 
generation  of  intelligent  electrics.  If  you  ever  want 
computerized,  full  word  processing  — the  purchase 
of  one  of  the  state-of-the-art  electrics  would  make 
the  transition  painless. 


Ohmpia  USA,  Inc. 
Box  22 

Sonmviiitu  NJ  08896 
$1680 


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120 


COMFUTEl 


March.  1982.  Issue  22 


RPL:  A  FOm'H  Sequel? 


Jim  Butterfield 
Toronto,  Canada 


RPL  is  a  FORTH-related  language  produced  by 
Samurai  Software.  There  are  versions  for  all  PET/ 
CBM  machines,  and  it  will  fit  in  systems  as  small  as 
8K.  It  is  similar  to  FORTH  in  many  ways  ...  but 
there  are  fundamental  differences. 

RPL  stands  for  Reverse  Polish  Language.  This 
is  the  backwards-type  of  coding  which  calls  for  you 
to  write  X  +  Y  as  X  Y  +  and  PRINT  M  as  M  PRINT. 
Owners  of  Hewlitt- Packard  calculators  will  be  used 
to  this  kind  of  thing  by  now  and,  in  fact,  it  makes 
good  coding  sense  to  do  it  this  way. 

Proprietary 

Since  RPL  is  a  proprietary  system,  the  language 
must  be  considered  in  a  different  category  from 
FORTH,  FORTRAN,  or  BASIC.  It  seems  unlikely 
that  competing  RPL's  would  be  generated  by  vari- 
ous sources,  and  RPL  literature  will  be  confined  to 
a  relatively  small  community  of  purchasers. 

IMmothy  Stryker,  the  author  of  the  language 
and  compiler,  has  taken  many  of  the  characteristics 
of  FORTH,  rebuilding  and  reconceptualizing  as  he 
saw  desirable.  The  result  will  not  please  FORTH 
traditionalists  -  it  has  a  different  style  from  FORTH 
-  but  it  does  form  an  interesdng  new  language. 

Faster?  Simpler? 

One-to-one  comparisons  of  FORTH  versus  RPL 
programs  shows  that  RPL  fits  in  slighdy  less  space 
and  runs  slightly  faster.  This  is  surprising,  since 
FORTH  is  known  for  its  compactness  and  high 
speed. 

Savings  in  time  and  memory  are  achieved,  at 
least  in  part,  by  reducing  the  generality  of  the 
language.  FORTH  works  interactively  with  a  user; 
each  program  module  can  be  checked  out  the 
moment  it  is  typed  in,  and  the  user  can  try  things 
out  as  he  builds  his  program.  RPL  is  less  interactive: 
the  user  writes  code  and  then  gives  the  command 
COMPILE  to  generate  a  runnable  program.  This 
allows  RPL  to  be  more  efficient,  but  reduces  user 
interaction;  however,  RPL  has  features  to  offset 
this  problem  during  debugging. 

Another  reason  for  RPL's  speed  and  compact- 


ness is  in  the  internal  representation  of  the  pro- 
gram. FORTH  uses  threaded  code,  where  each 
"action"  of  a  command  is  represented  by  a  subrou- 
tine address;  RPL  uses  p-code,  with  each  action 
represented  by  a  token  value. 

RPL  has  a  streamlined  vocabulary  of  operators; 
slightly  over  forty  commands  are  implemented, 
and  all  are  useful.  This  compares  well  with  FORTH, 
which  seems  to  the  beginner  to  be  cluttered  up 
with  hundreds  of  commands,  many  of  which  are 
seldom  needed  by  the  programmer.  The  commands 
are  nicely  chosen  for  newcomers;  many  closely 
parallel  BASIC  keywords. 

PET/CBM  owners  will  be  pleased  to  see  that 
their  machine*s  characteristics  are  well  supported 
by  RPL.  BASIC  can  co-exist  with  RPL,  and  file 
input/output  capabilities  are  preserved.  There's  a 
danger,  of  course:  Programs  using  "custom"  fea- 
tures won't  transport  w^ell  to  other  computers. 

SIM,  a  symbolic  debugger,  is  sold  as  a  separate 
package.  It  allows  users  to  try  out  sequences  of 
commands  before  writing  them  into  a  program.  It 
has  a  nice  way  of  presenting  the  stack  visually 
which  may  help  give  users  an  intuitive  feel  for  how 
RPL  works. 

Considerable  documentation  comes  with  RPL 
(60  pages)  and  SIM  (12  pages).  The  material  is 
nicely  written  and  is  quite  well  done;  the  approach 
is  tutorial  in  nature  and  uses  examples  liberally. 

We've  been  comparing  RPL  to  FORTH  be- 
cause of  the  similarides  in  the  languages.  RPL 
deserves  to  be  rated  on  its  own  merits. 

It's  not  as  easy  as  BASIC  or  as  pretty  as  APL. 
But  RPL  is  fast,  compact,  and  relarively  straight- 
forward to  program.  Users  will  have  to  learn  to 
cope  with  stacks  and  the  backwards-like  Reverse 
Polish  Notation-  It  may  take  a  particular  mentality 
to  get  hot  in  an  RPL-like  language;  but  the  payoff 
in  efficiency  can  be  very  good. 

Samurai  Software,  P.O.  Box  2902.  Pompano  Beach,  fL  33062. 
RPL  Compiln\  $49.95  on  disk,  $44,95  on  cassette;  Debugger 
Compiler  and  Debugger  are  ordered  together.  Specify  comput£r  ROM 

system  and  disk  type.  © 


March,  1982  Issue  22 


COMPtfTEl 


121 


Review: 


Ricochet 


Richard  Mansfield 
Assistant  Editor 


An  intriguing  new  game  from  Automated  Simula- 
tions, Ricochet  (for  the  Apple,  Atari,  or  TRS-80) 
demonstrates  why  there  is  so  much  new  interest  in 
games.  With  the  advent  of  the  computer,  suddenly 
there  are  entirely  new  categories  of  games:  simula- 
tions, interactive  adventure  stories,  exciting  hybrids 
which  combine  the  preplanning  involved  in  tradi- 
tional strategy  games  like  chess  with  the  visual, 
physical  action  of  games  like  pinball. 

Ricochet  falls  into  the  hybrid  category;  it  has 
to  be  seen  to  be  understood,  but  it's  something  of  a 
combination  of  pool  and  checkers.  Each  player 
(you  vs.  the  computer  or  you  vs.  a  friend)  has  nine 
"bars"  which  initially  appear  in  front  of  a  set  of 
"bumpers."  The  bars  start  out  in  a  4-3-2  pattern, 
guarding  your  bumpers,  since  your  opponent  can 
score  points  by  landing  in  your  bumpers. 

There  are  two  possible  ways  to  react  during 
your  turn.  You  can  change  the  arrangement  of 
your  bars  or  you  can  launch  which  sends  a  ball  out 
from  one  of  your  corners  ricocheting  off  walls, 
bars,  and  bumpers,  and  gaining  points  for  each 
one  hit.  The  ball  continues  to  ricochet  until  it  goes 
past  a  bumper  into  space  or  hits  a  corner  launcher. 
Hitting  a  corner,  aside  from  ringing  up  points,  can 
render  that  particular  launcher  useless  for  the 
remainder  of  a  game.  You  make  your  moves  and 
launches  either  from  the  keyboard  or  with 
joysticks. 

Broadly  defined,  the  idea  is  to  arrange  your 
bars  (which  toggle  between  vertical  and  horizontal 
orientation,  when  hit)  so  that  you  best  protect  your 
bumpers  and  launchers.  Likewise,  you  attempt  to 
launch  in  such  a  way  as  to  maximize  the  damage  to 
your  opponent- 

A  Smart  Clock 

Ricochet  takes  full  advantage  of  the  computer's 
ability  to  handle  many  variations  of  play.  If  you 
play  against  the  computer,  it  can  take  on  four 
distinct  "personalities"  each  of  which  use  different 
strategies.  Beyond  this,  there  are  five  variations  of 
the  game  itself.  In  variant  two,  you  can  win  extra 


launches,  and  variant  three  adds  two  extra  bumpers 
to  each  side.  Variant  five  removes  all  the  position 
markers  from  the  playfield  and  it  becomes  more 
difficult  to  predict  the  ricochet  effects  of  a  launch. 

If  a  player  takes  too  much  time  planning  or 
arranging  his  bars,  a  smart  clock  starts  giving  points 
to  the  opponent.  It  is  smart  because  it  determines 
how  much  is  "too  much  time"  by  averaging  the 
opponent's  decision-making  time.  In  effect,  if  you 
make  your  moves  quickly,  you  force  your  opponent 
to  move  quickly  too. 

The  game  is  "inteUigent"  in  several  senses.  If 
you  lose  a  game,  the  next  game  adds  point  value  to 
your  opponent's  bumpers  while  your  bumpers 
retain  their  original  value.  This  evens  things  up 
since  you  will  score  more  points  when  you  hit  the 
opponent's  bumpers. 

In  the  past  few  years,  with  computers  becoming 
widely  available  in  homes  and  game  arcades,  a 
variety  of  new  types  of  games  have  appeared. 
Ricochet  is  an  excellent  example  of  this  emerging 
art  form. 

Automated  Simulations ^  Inc. 

P.O.  Box  4247 

Mountain  View,  CA  94040 

Apple,  Atari,  TRS-80.    $19. 95  © 


Memory  Expansion  Boards 
for  the  ATARI*  Computer 

Completely  compatible  with  ATARI 
hardware  and  software 

No  modifications  necessary 

Fully  assembled  and  tested 

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One  year  warranty 

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Add  *2  Shipping  &  Handling  per  board 
*  ATARI  is  a  trademark  of  Atari  Inc. 

Anderson  Peripherals,  Inc, 

P.O.  Box  629  •  Rktardson,  TX  75080  •  214-231-6866 


122 


COMPUTE! 


March.  1982.  Issue  22 


Review: 


Atari  IVIicrosoft 
BASiC  (Part  I) 


Jerry  White 
Levittown,  NY 


Editors  Note:  This  revieiv  is  in  three  parts.  The  second 
and  third  parts  luill  appear  in  COMPUTE!  April  and 
May.—RTM 


Not  long  ago,  the  Atari  Personal  Computer  owner 
had  two  prograniiiiing  alternatives:  8K  Atari 
BASIC  and  Assembler  Language.  Now  there  are 
three  versions  of  BASIC  from  which  to  choose, 
plus  PILOT  and  PASCAL. 

The  most  recent  Basic  on  the  market  is  called 
Atari  Microsoft  BASIC  (AMSB).  Those  of  you 
familiar  with  other  versions  of  Microsoft  will  feel 
right  at  home  with  the  Atari  version.  It  is  said  to  be 
the  most  powerful  Microsoft  of  them  all  and  will 
certainly  make  program  conversion  much  easier. 
The  manual  provides  all  the  information  needed 
for  converting  from  many  other  versions  of  BASIC 
including  PET  BASIC,  Apple  and  Applesoft 
BASIC,  Radio  Shack  Level  II  BASIC,  and  Atari 
8K  BASIC. 

This  series  of  articles  is  being  written  to  help 
vou  decide  if  AMSB  is  for  you.  If  the  Atari  is  the 
only  computer  you've  ever  had,  and  8K  Atari 
BASIC  is  the  onlv  version  yoifve  ever  used,  you 
will  need  some  specific  comparisons  to  understand 
the  advantages  and  disadvantages  of  using  AMSB. 

Disadvantages???  Yes,  although  AMSB  pro- 
vides dozens  of  advantages  over  8K  Atari  BASIC, 
there  are  always  two  sides  to  every  story.  So  let's 
get  the  bad  news  out  of  the  way  first. 

The  most  obvious  oi  the  bad  news  is  cost, 
about  $80.00.  You'll  also  need  at  least  32 K  RAM 
and  a  disk  drive  since,  as  of  this  writing,  AMSB  is 
available  only  on  diskette  and  requires  1 1,252 
bytes  more  than  8K  Atari  BASIC.  Since  the  lan- 
guage must  load  from  disk,  there's  40  seconds  of 
boot  and  load  time. 

Some  Tradeoffs 

If  you  can  live  with  the  previously  mentioned 
disadvantages,  you'll  surely  find  the  power  and 
flexibility  of  AMSB  worth  looking  into.  There  are, 
however,  a  few  other  sacrifices  that  must  be  made 
bv  the  8K  BASIC  user.  AMSB  has  no  immediate 


syntax  error  checking  and  permits  only  two  abbre- 
viations, ?  =  PRINT  and  !  =  REM.  Oh  how  I  miss 
typing  CR.O.  You  also  must  give  up  that  unlimited 
lengili  siring  in  trade  for  string  arrays.  The  8K 
STICK,  STRIG,  PADDLE,  and  PTRIG  commands 
are  not  included,  but  thev  are  easily  replaced  with 
PEEK  and  POKE. 

Now  for  the  good  news!  Here  are  a  few  of  the 
most  significant  advantages  AMSB  has  to  offer: 

COMMAND    PROVIDES... 

AUTO  Automatic  line  numbering. 

COM  MON       Variable  values  are  passed  from  one  program 

run  ro  another, 
nt  ^'  Defme  integer,  single,  and  double  precision. 

DKL  Delete  range  of  lines  from  program. 

DIM  Three  Dimensional  Alpha/Numeric  Arrays 

ELSE  IF  THEN  ELSE  decisions. 

INS  IR  Search  for  a  small  string  within  a  larger  string. 

MOV  E  MOV  E  a  number  of  bytes  from  one  area  of 

memory  to  another. 
OPTION  Reserve  RAM  for  Assembler  Routines,  Player 

Missile  Graphics,  Redefined  Character  Sets, 
PRINT  AT  specified  coordinates. 

PRINT  (TAB)and(SPC)  positioning. 

PRINT  USING  for  formatting  output  such  as  right 

justified  currency  amounts. 
RENUM  Renumber  lines  and  references. 

T  [  M  E  I  n  60i  h  s  o  f  ■  a  secon  d . 

Tl  M  ES  Current  time  in  H  H  :MM  :SS  format. 

TRON  Current  line  nimiber  trace  display  on. 

Turn  off  trace  function. 
V  ER I  FY  Veri  fy  Program  i  n  memory  with  program  on 

tape  or  disk. 
WAIT  Loop  until  specified  conditions  exist. 

Many  commands  are  identical  in  both  Atari 
BASICS.  Some  commands  perform  identical  func- 
tions but  are  formatted  differently.  For  example, 
8K  BASIC  uses  the  XIO  command  for  many  useful 
functions.  AMSB  makes  things  easier  to  remember 
with  commands  like  FILL,  KILL,  LOCK,  MERGE, 
NAME,  and  UNLOCK.  ASMB  uses  PLOT  TO  in- 
stead of  DRAWTO,  CLS  instead  of  ?CHR$(I25), 
and  SCRN$  instead  of  LOCATE. 

Some  of  the  other  commands  availal^le  in 
AMSB  include  AFTER,  CLEAR  STACK,  EOF, 
ERL,  ERR,  ERROR,  INKEY$,  LEFTS,  LINE 
INPUT,  MIDI,  ON  ERROR,  RANDOMIZE, 
SAVE  with  LOCK.  STACK,  and  STRIN(;(n,X$). 

One  beautiful  feattire  was  added  to  the 
SOUND  command.  An  optional  fifth  variable  for 
duration  has  been  added.  The  dtiration  is  a  value 
of  up  to  255  JIFFIES  (60ths  of  a  second).  Up  to  25 
SOUND  commands  may  be  stored  on  the  STACK, 
eliminating  the  need  for  many  time  delay  loops. 
AMSB  can  go  on  to  calculations  or  display  work 
while  SOUND  commands  execute  at  previously 
specified  intervals. 


March.  1982.  Issue  22 


COMPUTE! 


123 


The  ability  to  define  integers  allows  floating 
point  routines  to  be  bypassed.  This  can  accotint  for 
significantly  faster  execution.  How  mucli  faster, 
yoti  ask?  Til  get  into  speed  comparisons  and  routine 
examples  in  part  two  of  this  series. 
I  Use  Ail  Three 

Belore  closing  this  segment,  fd  like  to  voice  some 
of  my  own  personal  opinions.  AMSB  will  certainly 
fnid  ils  place  in  the  rapidly  growing  Atari  software 
market.  Both  the  beginner  and  experienced  pro- 
grammer can  benefit  from  the  wide  range  of  com- 
mands offered.  The  buyer  should  also  be  aware  of 
another  alternative  called  BASIC  A  +  . 

Anything  yoti  can  do  using  AMSB  can  be  done 
in  8K  BASIC  with  occasional  help  from  an  As- 
sembler subroutine.  AMSB  offers  a  great  deal  to 
the  BASIC  only  programmer;  but  cannot  be  used 
bv  those  with  less  than  32 K  RAM  or  without  a  disk 
drive.  Personally,  I've  grown  to  really  appreciate 
the  amazing  number  of  features  Atari  BASIC  has 
squeezed  intt)  an  8K  ROM  cartridge.  Tve  also 
learned  to  appreciate  fast  binary  I/O  and  the  DIR 
(Disk  Directory)  feature  available  in  BASIC  A  + ,  as 
well  as  the  speed  made  possible  by  the  AMSB  in- 
teger feature.  Tliey  all  have  their  advantages  and 
disadvantages.  Which  one  do  I  recommend  you 
ask?  I  use  all  three.  © 


HAVE  YOUR  CAKE 
AND  EAT  moo 


ITS  A  PIECE  OF  CAKE  TO  CONNECT  AN  ftctCK 
TRIX I  irffERFACETO  YOCJR  OUVETTI  PRAXIS  30 
OR  35  CORRECTING  ELECTRONIC  TYPEWRFTER. 
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ATARI  *800*OWNERS 


PLUG  IN  AND  GO  I 


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wiih  the  system  allows  you  to  utilize  the  RAMDISK  Memory 
System  as  a  disk  device  in  conjunction  with  your  Atari  810*. 
The  system  is  up  to  20  times  faster  than  the  Atari  810  and  is 
compatible  with  existing  Atari  80O  software.  As  user 
memory,  the  RAMDISK  Memory  System  is  organized  as 
eight  (8)  16K  banks.   The  system  is  installed  with  two  16K 
RAM  modules  giving  you  a  160K  Atari  800  system.   Drop 
by  your  local  computer  store  for  a  demonstration  or  contact 
Axlon  Inc.  for  more  information. 


Indicates  Trademark  of  Atan,  Inc. 


•  Plug-in  Compatibtiity 

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•  Can  be  utilized  as  an  additional  disk  -  function  for 
function,  up  to  20  times  faster  than  the  Atari  800 

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Sunnyvale,  CA   94086 

(408)  730-0216 


AXLON 


124 


COMPUTII 


March,  1982  Issue  22 


TELECOMMUNICATIONS 

Modem 
Applications 


Michael  E.  Day 
Chief  Engineer 
Edge  Technology 


///  COMPUTE!.  Svptnnhe)\  1981,  #16,  Mr,  Day  dis- 

cussed  technical  specif  icaf  ions  for  MODEAFs,  Here 
he  explores  several  uses  for  MODEM  s  in  everyday 
compiiling,  —  The  Editors 


One  of  the  questions  I  am  often  asked  is:  "Why  do 
I  need  a  modem?"  It  is  interesting  that  this  question 
would  be  asked  rather  than  just  '*Do  I  need  a 
modem?"  since  this  indicates  several  things.  The 
need  for  the  modem  is  already  felt. 

The  feeling  of  the  need  for  the  modem  comes 
about  because  of  the  large  amount  of  information 
presented  to  the  person  about  telecommunications 
both  in  magazines  such  as  this  one  and  in  talking  to 
other  computer  users.  This  tends  U)  lead  to  the 
belief  that  if  you  do  not  have  a  modem  you  are  not 
using  your  computer  to  its  fullest  potendal.  Unfor- 
tunately, the  reasoning  for  this  belief  is  not  readily 
apparent.  Analysis  of  the  information  generally 
presented  on  telecommunications  shows  why  this  is 
so.  The  most  common  type  of  information  that  is 
presented  is  of  a  technical  nature.  This  assumes 
that  yoii  already  know  w^hy  you  do  or  do  not  need  a 
modem,  and  are  simply  after  '*how  does  it  work" 
information.  The  other  type  of  information  that  is 
presented  is  applications  information.  Again  this 
assumes  that  you  already  know^  why  the  modem  is 
needed,  and  that  you  are  simply  after  the  informa- 
tion on  how  to  tise  it  for  a  particular  type  of 
application. 

The  question  why  is  one  of  the  hardest  of  this 
type  to  answer.  It  cannot  be  answered  directly. 
When  you  ask  why,  what  you  are  really  saying  is 
give  me  more  information  so  that  I  can  decide  if  I 
really  need  it.  The  information  that  is  normally 
provided  is  reference  information  with  which  you 
are  familiar.  In  answer  to  "Why  do  I  need  a  car?", 


one  might  answer  "In  order  to  get  to  and  from 
work."  This  provides  a  base  point  that  you  can 
expand  upon  to  gain  the  information  needed  to 
determine  how  the  car  w^ould  fit  into  your  lifestyle. 
A  response  could  be  "But  I  can  take  the  bus."  with 
a  return  of  "But  what  if  you  work  odd  hours  when 
the  bus  doesn't  run?"  This  generates  the  pros  and 
cons  necessary  to  make  a  final  decision. 

The  problem  that  we  have  with  the  modem  is 
the  same  problem  that  the  computer  has  experi- 
enced —  a  lack  of  readily  discernible  common 
reference  points.  In  answer  to  why  do  I  need  a 
computer,  the  easily  determined  reference  points 
tended  to  be  rather  weak,  such  as  to  balance  your 
checkbook,  or  keep  records  of  your  gas  mileage. 
Since  these  could  be  done  far  more  cheaply  with 
existing  alternative  methods,  they  hardly  generate 
a  decision  in  favor  of  the  computer.  The  computer 
is  slowly  overcoming  this  problem  by  creating  its 
own  reference  points.  The  computer  is  doing 
things  that  were  not  possible  before  (controlling 
heating  and  lighting  to  minimize  utility  bills,  or 
writing  letters  (or  magazine  articles)  with  greater 
ease  than  ever  before,  even  playing  exciting  new 
games  and,  as  a  side  benefit,  you  can  balance  your 
checkbook  too. 

The  modem  is  going  through  the  same  stage 
of  development  of  use.  It  is  a  device  that  has  entirely 
new  uses  and  concepts  that  are  not  currently  real- 
ized,  and  it  must  "create"  these  in  our  awareness  so 
that  they  can  be  realized  of  their  own  accord. 

Comptiterized  Bulletin  Boards 

Originally  the  quesdon  was  easy  to  answer,  the 
modem  was  for  the  purpose  of  operating  a  com- 
puter from  a  remote  location.  If  you  had  to  do  this, 
you  had  to  have  the  modem.  If  you  did  not  have 
to,  then  you  did  not  need  a  modem. 

Now,  however,  that  use  of  the  modem  has 
been  radically  altered.  With  the  advent  of  the 
personal  computer  we  can  put  the  computer  at  the 
remote  location  along  with  the  user. 

If  you  are  only  going  to  use  the  computer  to 
play  games  or  balance  your  checkbook,  you  prob- 
ably don't  need  a  modem.  If  you  want  to  communi- 
cate with  otlier  computer  users,  however,  there  is  a 
very  good  probability  that,  at  some  point,  you  will 
need  a  modem. 

One  of  the  new  uses  is  the  Computerized 
Bulletin  Board  Systems  that  appeared.  These  are 
public  access  message  systems  which  can  be  used  by 
anyone  to  post  messages  or  read  those  left  by  others. 
These  tenci  to  be  messages  that  don't  fit  into  normal 
modes  of  communication  and  include  calls  for 
help,  general  notices  of  information,  advertise- 
ments, classifieds,  and  personal  messages.  There  is 
no  charge  for  the  use  of  these  systems,  they  are 


s 

B 

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Compu  Math  Decjmals  (disk) 
Comp  Magpc  Kayos  (disk) 
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Comp  Magic  Kayos  Icass  I 
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MousKattack 
The  Next  Step 
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Cypher  Bowl  tcass  )  

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£34  95mj* 

S3?  95  f>ow 
S29  95  WW 
Sa*  95  now 
S34  95  now 

S29  95  fww 
51 1  95  rtow 
S39  95  now 
S39  95  ftpw 
514  95  now 
519  95  now 
S19  95  now 
S29  95  WW 


saigsrww 

S19  95  now 

S99  95  rtow 
S15  95  fww 
539  95  now 
S19  95  oow 
S19  95  now 
524  95  mjw 
539  95  now 

S39  95  no- 


Atari  '  Mailing  List  (disk) 

Alan'  Character  Ger^rator  (disk) 

Text  Wizard  [diski 

Alan"  Character  Gen  (cass  ) 

Le  Stick 

Checker  King  (cass  ) 

MicroChess  (cass  ) 

Survivals  Adventure  (disk) 

3-D  SLipergraphics(d(sk) 

3D  Supergraphics  (cass) 

MindBoggfers  I  (diskj  S19  95  no*, 

Mind-Bogglers  i  (cass  J  5t5  95  now 

Versa  Writer  Graphics  TaDtet S300  00  no* 

Hidden  Words   517  50  now 

Spatial  Relations St  7.50  no* 

Word-Scramble St 5  00  no* 

Preschool  Fun  St  5  00  no* 

Fastgammon  tcass  ) Si9  95  no* 

Assembler  (cass  )     524  95  now 

6502  Disassembler  [cass  )  St  l  95  no* 

6502  Disassemblef  [disk)  Si 4  95  now 

Tank  Trap  (cass  J  Si  i  95  no* 

Tank  Trap  (disk) S14.95  now 

Tan  Trek  (cass.) Si  1  95  now 

OS  Form  (disk) 579.95  now 

Startase  Hyperk>n  [disk)  522  95 

Name  That  Song  (cass. J 


$35.14 

fM.T4 
$3«.ff4 
Sl«.34 
$»,74 
«»«.74 

$  19.44 

$39.14 
$33.14 
$1^T4 
$14.94 
$14.94 
$2Sv44 
$13j«4 
$33.94 
$ai.l4 
$1«.94 
$13.74 
$19.44 
$30jM 
$31.34 
$14.94 


Pet 

AVALON  HILL  GAME  COMPANY 

B'1  Nuc  lea' Bomoeri  cass  (  Si500now 

M  idway  Campaign  I  cass  t  S 1 5  00  no* 

No  Atlantic  Convoy  Raider  icass  I  515  rio* 

Nuhewar  (cass  I  515  00  now 

Confitcl  2500  icass  j  Si  5  00  now 

Planet  Miners  icass  )  Si 5  00  now 

Compuier  Acquire  (cass  J  S20  OQ  now 

Lords  ol  Karma  (cass  )  S20  00  now 

VIC  SOFTWARE 

57  95  no* 
Sl6  95no* 

Si8  95no* 
S29  95  no* 


UMI  Kiddie  Checkers 
UMl  Siar  Wars 
UMI  AMOK 
UMl  Clobber 

Teacher  sPei  (diskj 
Teacher  s  Pet  (cass  i 
Vaults  of  Zurich  (diskj 


518  95  now 
514  95  now 

S25  95  no* 


$13.77 
$13.77 
$13.77 
$13.77 
$13.77 
$13.77 
$14.97 
$14.97 

$4.47 
$14.^7 
$14.47 
$31.47 

$14.47 
$13.47 
$33.77 


TRS-80 

BIG  FIVE  SOFTWARE 

Super  Nova  (cass  J  Sl5  95no* 

Galaxy  Invasion  (cass  1  515  95  no* 

Attaci  Force  {cass  l  515  95  no* 

Cosmic  Fighter  (cass  )  515  95  no* 

Meteor  MiSSiOn  11  [casS  J  S15  95  no* 

ADVENTURE  INTERNATIONAL 
Adv  4-5  6(diskj  539  95  no* 

Adv  12-3  [disk)  S39  95no* 

Adv  7.8-9  [disk)  539  95  no* 

ARTWOflX 
Teacher  s  Pet  (disk)  id  95  no* 

Nominoes  Jigsaw  (disk)  color  S21  95  now 

Nommoes  Jigsaw  (cass  t  color  51 7  95  no* 

Budge  2  0  icass  )  S 1 7  95  now 

Hearts  (disk)  Sl9  95no* 

BRODERBUND  SOFTWARE 


IHlLNTINeT'ON     C€MIPlLTIINe   I 

Now  Selling  Atari®,  PET®,  TRS-80®  Software  s 

B 
B 

a 
a 
0 
9 

B 

s 

B 
9 
B 
9 
B 
9 
B 
9 
B 


$13.S4 
$33.94 
$14.94 
$14.94 
$31.34 
$33.94 
$33.94 
$14.94 
$13.54 
$354.44 
$ISj«4 
$19j«4 
$13.54 
$13.54 
$14.94 
$31.14 
$14.14 
$13.44 
$14.14 
$11.44 
$14.14 
$47.94 
$19.44 
$13.44 
$35.44 
$35.44 
$44.94 
$43.44 
$35.44 
$44,94 
$34Ja4 
$54.94 
$25.44 
$13.34 
$19.74 
$14.44 
$14.44 
$15.44 


AUTOMATED  SIMULATIONS 

lntroductorv3Pack  (disk)  S49  95  no* 

(Rescue  Mortoc  s.  and  Daiestones] 

Rescue  at  Rigehcass  )  529  95  no* 

TempleotApshaMcass  I  S39  95no* 

HeNfire  Warrior  [cass  J  S39  95  no* 

Starlleet  Onon  (cass  j  524  95  no* 

Invasion  Onon  (cass  )  524  95  f>on 

MOrlOCS  Tower  (CaSS  )  Sl9  95now 

Daiestones  ot  Ryn  tcass  )  Si9  95  now 

PERSONAL  SOFTWARE 

Checkef  King  (cass  j  Si9  95  no* 

Gammon  Gambler  (cass  I  Si9  95  no* 

MicroChess  [cass  )  Si9  95  no* 

Bridge  Panner  [cass  t  Si 9  95  no* 

Time  Trek  icass  J  S19  95  no* 
UNITED  SOFTWARE  OF  AMERICA 

KRAM  (diSKj  599  95  no* 

Super  KRAM  (disk)  5175  00  no*    $153.97 

Request  (disk)  5225  00  no-   $191.37 

Thinker  [disk)  5495  00  no*   $434.77 

Space  Intruders  (cass  )  519  95  no*      $14.97 


$39.97 

$35j47 

$33.97 
$33.97 
$31.37 
$31.17 
$14.97 
$14.97 

$14,97 
$14.97 
$14.97 
$14.97 
$  14.97 

$44.97 


$13.54 

$13.54 
$13.54 
$13.54 
$13.54 

$35.44 
$35.44 
$35.04 

$  14.54 
$  1*.14 
$19.74 
$15.74 
$17,44 

$33.94 
$  13.44 
$13.44 
$13.44 
$14.99 

$31.14 
$11.14 
$11.14 
$14.94 
$14.94 
$14.94 
$15.34 
$19.34 


All  MICRO  ED 

l»%OffLltt 

All  Microcompuier  Workshops 

19%OHi.ltt 

VIC  SOFTWARE 

Addcom  Missile  Commander 

$14.44 

Channel  V-c  Oaia  Logger 

13.14 

MMA  Star  Command 

$4.94 

TIS  Basic  Programming  1 

$17j$4 

514.95  now 

Jaw  Breaker  (djskj 529  95  rww 

Pornopoly  (disk)  529  95  now 

The  Broker  (CCl)  (disk) 599  95  now 

Super  Modem  Pak  (CCl)  (disk)  5^9  95  now 

Atari'  Snufi  (CCl)  (disk) 529.95  w* 

Utility  Man  (CCl)  (disk) S99  95  no* 

Tanktjcs  (cass) S24.00  no* 

Fantasyland  [disk)    S59  95  nom 

Empire  of  the  Overmtnd  (cass.) 530.00  now 

Bndge  2.0  (cass)  Si7  95no* 

Nominoes  Jigsaw  (cass)   .... .    Si7  95no* 

Intruder  Alen  (cass)    ........ St  6  95  now 

Alpha  Fighter  (disk) SiB95now 

Compu-read  (disk)       529  95  now 

Letter  Perfect  (disk J  5 1 50  00  now   $  1 37.44 

Sammy  Sea  Serpent  (cass)  PDI  S16  95  no*      $14,34 

Cridbage  (Thesis)  (cass  )  S15  00  no*      $13.54 

Visicalc S200  (X)  now   $  149.44 

Kross  N  Quotes  PDI  (cass.}  S 1 6  95  now      $  14.34 

Star  Raiders  (car^  J   S39-95  no*      $33.94 

Stock  Charting  524  95  n^w      $31.14 

Adventure  international .10%  •  15%  off  sug.  retail 

Atan'  Safan  (CDS)  [disk)  $33.94 

Atari-  Satan  (COS)  [cass  }  $35.44 

Compuiatton  iTtiesis)  [cass  )  515  CW  now      $13.94 

Order  by  Phone 


800-344-5109 

800-692-4146 
In  California 


Apple 


See  (uU  page  of  AppJe '  products  elsewhere  m  this 
magajtne 
Gorgon  539  95  no*      $33.99 

WordStar  $375  00  now    $349.44 

Mail  Merge  $125  00  now   $144.19 

Super  Sort  S200  00now    $149.99 

VisiCalc3  3  S200  00no-   $149.44 

Wurst  of  Huntington  Computing .$  19.99 

Nibble  Express  512  95  no*      $11.99 


Galactic  Tniogy  [disk)  539  95  now 

Galactic  Empire  [cass  )  5i4  95  no* 

Galactic  Trader  [cass  )  5i4  95  no* 

Galactic  Revolution  (cass  )  514  95  no* 

Tawala  s  Last  Redoubt  icass  )  519  95  no* 

DATASOFT 

I  ago  (disk)  524  95  no* 

Fooibaii  Classics  idiskj  S24  95  now 

Afcade-80  [diskj  S24  95  no* 

lagofcass)  519  95  no* 

FooibaU  Classes  icass  )  5 19  95  no* 

Arcade  80  [cass  j  Si9  95  no* 

Sigmon  iCOLQRi  icass  t  S29  95  no* 

S  ECS  I C  OLOR }  (cass  J  529  95  no* 

ACORN  SOFTWARE 

Invaders  From  Space  (diskj  52095  no*      $17.74 

DuelNDroidSidiSK)  52095  no*       $17.74 

Pinball  idiSk)  S20  95no*       $17.74 

Pigsk.nidiSh)  S20  95no*       $17.74 

Quad  1  disk  I  S20  95no*      $17.74 

Basketball  [disk}  S20  95  no*      $i7.7t 

Gammon  Challenger  [disk)  S20  95  no*      $17.74 

Everest  Explorer  (disk)  S20  95no*      $17.74 

Superscript  (disk)  529  95  no*       $15.34 

System  Savers  icass  J  514  95  no*      $13.44 

invaders  From  Space  i  cass  )  5 1 4  95  no*      $  1 3.44 

Due"  NDroids  icass  )  514  95  no*      $13.44 

PinbaHicasS)  Si-i95no*      $13.44 

Pigsk^in  icass  I  514  95  no*       $13.44 

Quad  icass  )  514  95  no*      $13.44 

BasKeibaii  icass  i  5i4  95  no*      $13.44 

Gammon  ChaJtenger  tcass  i  5i4  95  no*      $13.44 

Everest  Explorer  (cass  )  514  95  no*      $13.44 

AiJ  Automated  Simulations  14%  f*  ts%  ©«  Llit 

All  AvalQn  Hilt  14%t«  IS%  Off  Ll«t 

AH  Hay  den  14^  t«  15%  Off  U«t 

AllMtcrOSOtt  14%t«  fS^Off  Ui« 


Nibble  E)(pre 

Soft  Porn  Adventure 

Time  Lord 

French  Hangman 

Aiicia-Sp  bilingual  reader 

HSH  Slock  Trader 

Grow  (CIA)  . . 

Ad  Edu-Ware 

VersaCalc 

Hebrew 

All  Serendipity 

All  Sinus 

AN  Sybex  Courses 

Win  at  the  Races 

Disk  Prt-p 

PLE  Chip 


529  95  no-  $15.39 
529  95  now  $39.39 
529  95  now  $35.39 
529  95  no*      $35.39 

5190  00  now  $141.49 
535  00  now  $31j49 
14%t«15%0ff  Uet 

5100  00  no*  $44.99 
560  00  no*  $54.99 
14%  t*  15%OHU«« 
l5%OffUit 
14%  t«  15%Off  Uef 
539  95  now  $33.99 
525  00  no*  $31.19 
S60  00  now  $54.99 
We  maintiin  a  huge  tnventorv  of  software  for  Apple*  and 
hardware  Call  us  toil  free  tor  the  latest  programs  We  also 
stock  a  large  supply  of  computer  books  Visit  us  m  person  at 
our  new  3300-square  foot  store  at  1945  Soutti  Dairy  m  Cor- 
coran. Calit 


Great  Grandma  Huntington 

Great  Grandma  Huntington  always  said  to 
try  harder  -  and  we  do.  We  will  soon  have  tee 
shtrts  for  sale  with  Great  Grandnna  Hunting- 
ton s  picture  on  them.  Watch  for  Granny' 


FOREIGN  ORDERS 

We  regret  that  we  can  no  longer  accept 
checks  (bank  charges  were  sometimes 
greater  than  the  amount  of  the  check).  We 
will  gladly  accept  U.S.  currency,  VISA, 
MasterCard  or  American  Express  at  no 
extra  charge,  or  you  may  make  direct  wire 
transfers  to  our  bank.  Security  Pacific, 
Corcoran.  CA  93212.  for  a  S6.00  charge. 
All  overseas  orders  are  shipped  by  air. 


VISCALC 

Special  for  Pet ' ,  Atari '  &  Apple " 

Regular  S200.00  List 

New   $ia9.00 


0 

0 

B 
0 


I 

9 
0 
0 


HUNYINGTON  COMPUTING 

Post  Off  ice  Box  1235 
Corcoran,  Calrlornia  93212 

Order  by  Phone  800-344-5109 
In  California  800-692-4146 


Apple '  IS  a  registered!  irademarh  ol  Apple  Computer,  inc 
Pet  *  (S  a  registered  trademark  ol  Commodore 
TflS-eO  •  IS  a  registered  trademark  of  Tandy  Corp 
Atart*  IS  a  registered  trademark  of  Atari,  Inc 


(209)992-5411 


We  take  MasterCard,  American  Express  or 
VISA  (Include  card  #  and  expiration  date). 
California  residents  add  6%  lax.  Include 
S2.00  for  postage.  Foreign  and  hardware 
extra.  Send  for  free  catalog.  Prices  subject  to 
change. 


126 


COMPUTE! 


March.  1982.  Issue  22 


wholly  supported  through  donations  and  out-of- 
pocket  expenses  by  the  owners. 

As  an  outgrowth  of  the  BBS's  are  the  remote 
computer  systems  and  database  systems.  Ah  hough 
many  ol  them  are  open  to  the  general  public,  they 
are  not  readily  usable  due  to  the  technical  know- 
ledge needed.  Additionally,  these  systems  tend  to 
be  very  specific  in  the  application  to  which  they  are 
oriented  and  are  genet  ally  of  little  or  no  use  to  the 
general  public. 

Because  the  bulletin  boards  are  privately  sup- 
ported, they  are  limited  in  the  scope  of  services 
they  can  provide.  For  those  who  ai  e  willing  to  pay, 
there  are  more  elaborate  systems  available.  The 
most  widely-known  are  CompuServe,  Ihe  Sou  tee, 
and  Micronet.  These  systems  provide  a  wider 
range  of  services  including  message  transfer,  infor- 
mation retrieval  (stock  reports,  news,  etc.),  confet- 
encing,  program  storage  and  retrieval,  and  rimning 
programs. 

Often  there  is  a  need  to  find  information  ol  a 
more  extensive  or  technical  nature  than  can  be 
provided  by  the  general  services  systems.  1  his 
need  is  provided  for  by  the  technical  information 
database  systems.  These  systems  are  usually 
oriented  around  a  particular  subject  area  ot  group 
of  areas.  The  technical  data  systetiis,  by  being  ver\ 
specific  can  carry  a  much  wider  range  of  inff)rma- 
tion  on  a  subject  than  is  possible  on  a  general  infor- 
mation system.  Because  this  information  is  also  the 
most  expensive  to  obtain,  these  systems  are  the 
most  expensive  to  use.  They  can  cost  over  S 100 
an  hoin. 

Multiuser  Systems 

Finally  we  come  to  the  original  nuiltiuser  computer 
systems,  time-share  computer  svstenis.  These 
systems  are  rented  on  a  usage  basis  ttj  anyone  who 
needs  a  computer,  but,  for  some  reason,  does  not 
have  a  computer  of  his  or  her  own  available.  I'hese 
are  generally  used  for  overflow  work,  temporary, 
or  occasional  applications  where  it  is  not  possible 
or  practical  to  use  one's  own  computer.  The  cost  of 
using  these  systems  can  vary  widely  depending  on 
how  the  usage  is  determined. 

It  is  interesting  that  now  that  the  personal 
computer  has  come  into  being,  another  application 
appears  to  be  evolving.  This  can  best  be  understood 
liy  describing  the  need  that  has  been  generated. 

If  you  wish  to  say  something  to  tieorge  who 
lives  down  the  street,  you  could  go  to  his  house  and 
speak  to  him  directly,  or  you  could  call  him  up  on 
the  telephone  and  talk  to  him.  In  the  fn  st  ca.se 
there  was  no  equipment  involved  in  ui Iking  to  (ieorge, 
you  went  to  his  house.  This  is  direct  conuniniications. 
In  the  second  instance  you  used  the  telephone  to 
talk  to  him.  Rather  than  expend  the  energy  to  go 


to  George,  you  used  a  device  which  allowed  you  to 
talk  to  George  without  actually  going  to  his  house 
and  thus  you  were  romfnuftirniiNg  at  a  dislaftre. 

If  you  and  (ieorge  both  liave  a  computer  and 
you  wish  to  share  programs  you  have  written, 
there  are  many  ways  this  could  be  done.  You  could 
put  a  copy  of  the  program  on  a  cassette  oi-  floppy 
disk  and  give  it  to  George  to  read  into  his  computer. 
This  works  great  if  (George  has  a  similar  computer 
and  can  read  the  tape  or  disk. 

If  the  two  systems  are  not  compatible,  another 
way  will  have  to  be  found.  One  wa\  that  has  been 
used  a  lot  is  for  vou  to  simply  provide  (ieorge  with 
a  written  copy  of  the  program  and  let  him  type  it 
into  his  system.  This  isn't  U)o  bad  if  the  program 
isn\  very  long  and  is  in  human- readable  form. 
This  is  the  way  most  magazines  provide  programs 
as  it  is  the  suiest  way  to  cover  a  wide  t  ange  of  com- 
puters. But,  as  mentioned,  if  the  program  is  not  in 
a  human-readable  form,  or  is  excessively  long,  this 
method  does  not  work  very  well. 

Computers  Talking  To  Computers 

A  method  of  comnuniication  thai  computer  hob- 
bists  have  often  used  is  U)  directly  tie  tlieir  com- 
puters back  to  back.  This  is  a  form  oidirecl  communi- 
cation. This  allows  the  computers  to  talk  to  each 
other,  but  has  the  disadvantage  of  requiring  that 
both  computers  be  next  to  each  other.  lb  date,  it 
has  also  meant  that  the  computer  operator  be  ( uUv 
knowledgable  of  the  way  the  computer  internals 
work  as  well  as  the  programming  needed  to  allow 
the  two  computers  to  talk  to  each  other.  Fhis  can 
be  a  bit  much  for  the  general  user  and,  in  fact,  has 
baffled  quite  a  few  experienced  computer 
technicians. 

I'he  modem  provides  a  common  link  that  both 
computers  can  comnumicate  through.  By  defming 
a  staiulard  of  how  the  interconnection  between  the 
computers  is  to  be  accomplished,  the  problem  of 
how  to  hook  the  two  computers  together  is  elimi- 
nated. What  is  occuring  now  is  a  definition  of  the 
method  of  communication  between  the  computers. 
Although  there  are  some  conununicalions  pro- 
grams in  use  already,  they  at e  ciureiuly  machine- 
type  dependent.  An  Apple  can  talk  to  another 
Apple,  but  it  can  t  talk  to  an  A  hair.  Most  f)f  the 
programs  that  ai e  used  to  allow  one  computer  to 
conuuunicate  to  another  are  in  the  earlv  stages  of 
development:  they  allow  the  communication  to 
occur,  but  there  is  little  or  no  provision  for  options 
or  alternatives.  They  tend  to  be  verv  restrictive  in 
their  use. 

As  tlie  need  toconnnunicate  Ixnween  different 
types  of  computers  grows,  the  conmiunications 
programs  will  become  simultaneously  more  com- 
prehensive and  easier  to  use.  © 


r 


7  ATARI  PRODUCTS 

THE 
MONKEY 
WRENCH 


Th«  Monk«v  Wfvnch  it  a  machine  Itnquage  ROM  cartridge  ivhtch  exiends  thr  Dperatirrg  ta^biNiy  o1 
ih*  ATARI  800  computer.   The  Monkey  Wrench  proviOej  9  new  BASIC  commands.   They  a'c 


v(d*s    new    Jirte    nurnberj    kvnen    eniermg    BASIC    pfogram   hn*i. 
Renrows  a  range  of  BASIC  Ime  numoeri. 

-  Ftervjmtitn     BASIC'S    ime    number j    (ncludtrtg    tniernil    r«ter«nee». 

-  Allcwt  uu9eQF  ihe  cur^r  keyt  vyiir>oui  holOtngdo^^n  ihe  CTRL  ifev. 

-  Provtttei  the  upabilii/  lo  eaury  change  in*  tcreen  m*rgint. 

-  Provid*!  the  uoability  10  test  RAM  memory 

-  ConvffU  a  hpmd*ciina!  numMr  to  i  Oecirmil  numbef . 

-  ConirtTtj  a  cSecimal  nLjmbir  10  «  hejodecimii  number 

-  £ni«T  the  machine  langijage  rmniior.  In  »ckliijon  w  \he  @ASIC  com- 
m^fl^di.the  Monkey  Wrench  alto  ccniainia  maefiine  iarvguige  morntor  with  tS  cominandv  uied  lo 
■nier»ei  with  ihe  i>avv«rtul  I  eat  u  ret  of  me  6502  mtuoptocessoi 

Crtrk*^  and  M.nu*l  -  U9.9S 


Auto  Lme  Number tn^ 
D«l*t«  Lme  Numbers 
Renurrtier 
Curtor  ^KcKirH)* 
Ctunigc  Martini 
Memo<ry  Tttt 
MtK  Conwriion 
Oecimil  Convvrtron 
MDniior 


MAE  (MacfO  AMn»M«r  Editor  J 
MAE  coniamt  the  rrxMl  powerlul  e&03  asiembter  arvd  t*it  editor  currently  on  th«  mark«t.    If  yOu  aft 
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128 


COMPUTEI 


March,  1982.  Issue  22 


Machine 
Language: 
Loops  And 
Quality 

Jim  Butterfiefd 
Toronto,  Canada 


Program  loops  seem  to  be  a  byproduct  of  laziness. 
When  a  programmer  tires  of  writing  a  series  of 
instructions,  he  produces  a  loop  to  save  coding 
time  and  pi'ocessor  memory.  Yet  something  more 
profound  happens  at  the  same  time:  the  program 
iistially  becomes  more  gencrahzed. 

Su|j]x>se  I  wanted  to  place  the  vahic  hexade- 
cimal 20  into  locations  $8000  to  $8027.  My  first 
instinct  is  to  code:  LDA  #$20  :  STA  $8000  :  S TA 
$8001  :  STA  $8002  .„  and  so  on.  Around  the  time 
I  reach  $800B,  it  will  probably  occur  to  me  that  Vm 
writing  a  lot  of  essentially  similar  code,  (aeative 
sloth  comes  into  play.  1  observe  that  the  repeated 
instruction  is  STA  $something.  Racking  my  brains, 
I  decide  that  if  I  could  vary  the  "something"  part,  1 
could  then  do  most  of  the  job  with  a  variable 
instruction. 

'indexing!",  I  cry,  and  pioceed  to  tear  u|j  the 
old  sheets  aird  code  LDX  #$00:  LDA  #$20:  (loop) 
STA  $8()()0,X:  INX:  CPX  #$28:  BNE  (loop).  This 
drops  coding  lo  six  instructions  instead  of  fortv-one 
and  memory  usage  to  twelve  bytes  instead  ol One 
hunch'ed  and  twenty-two;  but  the  running  time 
increases  from  102  to  443  microseconds.  There's 
no  use  crying  over  spilt  microseconds:  the  time 
difference  is  less  than  a  three-thousandth  t)f  a 
second,  and  I'll  usually  happily  take  it  rather  than  a 
case  of  writer's  cramp. 

But  something  more  important  has  happened 
than  jtist  mechanics.  If  I  want  to  convert  my  first 
("hard  way')  program  so  tliat  it  stored  into  04 
locations,  or  stored  to  address  $0400  and  up.  I 
have  no  choice  but  to  rewrite.  On  the  second  pro- 
gram which  uses  loops,  it's  a  snap.  A  mere  sti oke 
of  the  coding  pen,  a  one  or  two  byte  change,  and 
the  Job's  done.  WeVe  somehow  created  a  pi  ogram 
that  s  more  general  and  more  applicable  to  a  range 
of  tasks. 

As  we  consolidate  our  program,  we  have  to 
generalize.  And  as  we  generalize,  we  not  only 


shorten  the  code:  we  create  sturdier  and  more 
broadly  applicable  code. 

A  word  to  those  ]:>icky  l^it-aiid-microsecond 
counters  who  will  point  oiu  that  we  could  save  two 
bytes  and  a  few  dozen  microseconds  by  starting 
our  index  X  at  39  and  counting  it  down  to  zero. 
Sure  you  can.  But  that  kind  of  picking  is  not  what 
makes  sounder  code.  We  want  to  k>ok  (or  methods 
that  generalize;  they  are  the  ones  that  will  produce 
sturdy  and  reliable  code  ...  and  perhaps  save  us  a 
few  coding  lines  and  bytes. 

A  Larger  Scale 

The  same  ideas  apply  to  coding  that  repeats  several 
lines.  When  you  fnid  yourself  writing  tlie  same 
code,  look  for  a  generalization.  Take  these  two  sets 
of  coding: 


ONE      LDX  #$09 
PHA 

ONEl    BIT  CLKRDI 

BPL  ONEl 

LDA  #126 

STA  CLKIT 

LDA  #$A7 

STA  SBD 


ZRO       LDX  #$06 
PHA 

ZROl     BIT  CLKRDI 

BPL  ZROl 

LDA  #195 

STA  CLKIT 

LDA  #$A7 

STA  SBD 


The  above  subroutines  are  from  the  tape  write 
program  of  the  KIM.  ONE  writes  a  logic  1  to  tape; 
ZR(3  writes  a  logic  0  to  tape.  They  are  very  similar. 
The  only  differences  are:  nine  versus  six  on  the  first 
line,  and  126  versus  195  on  tlu  fifth  line.  How  might 
we  consolidate  these  two  pieces  of  program? 

At  the  moment,  the  Y  register  doesn't  seem  to 
be  used.  We  could  ask  the  calling  rotitine  to  set  Y  to 
zero  or  one,  depending  on  whether  we  wanted  to 
call  ZRO  or  ONE  activities:  and  then  write  a 
common  routine: 

ZONE       LDX  TABLE,Y 

PHA 

ZONEl     BIT  CLRKRDI 

BPL  ZONEl 

LDA  TIMING,Y 

STA  CLKIT 
...etc. 

We  have  now  consolidated  the  two  roiuines. 
The  values  6  and  9  which  count  the  number  ol  cycles 
in  each  signal  are  now  stored  in  a  table  1  ABIT,  The 
values  126  and  195  which  set  the  timing  of  each  cycle 
are  in  a  second  table  TIMING. 

Have  we  accomplished  anything  other  than 
saving  a  few  bytes  of  code?  Yes,  almost  accidentally. 
Now  that  the  number  of  cycles  are  stored  neatly  in  a 
table,  we  can  easily  adjust  them  to  change  the  tvpe  of 
signal  we  write.  In  fact,  this  particular  coding  was 
part  of  the  sequence  that  lead  to  the  introduction  of 
the  high  speed  tape  format  known  as  Hvpertape. 

Deeper... 

The  programmer  doesn't  always  have  free  registers, 


March,  1982.  Issue  22 


COMPUTEl 


129 


of  course;  but  the  methodology  of  saving  registers 
isn't  hard  to  do. 

Where  addresses  within  a  program  cliange 
from  routine  to  routine,  the  best  way  to  handle  this 
is  via  inchrect  addresses.  If  program  1  searches  table 
U  and  program  2  searches  table  2  and  so  forth, 
indirect  address. 

(x)nsider:  if  you  have  written  a  game  wiili  planes 
and  tanks  moving  arouiid  the  screen,  you  may  find 
that,  with  a  little  work,  a  single  subroutine  can  move 
both  craft  around.  Once  you  have  geneialized,  all 
sorts  of  bonuses  arrive:  the  bombs  and  shells  can 
likely  be  folded  into  the  same  subroutine.  Collisions 
and  other  effects  can  now  be  handled  in  their  gener- 
alized form  rather  than  as  special  coding  (did  a 
bomb  hit  a  shell?  did  a  plane  hit  a  bomb?  did  a  shell 
go  offscreen?  etc..) 

What  seems  to  start  out  as  laziness  or  conven- 
ience develops  into  something  more  important.  In 
reaching  for  the  general  solution,  we  write  much 
better  code. 

Many  programmers  cjften  find  themselves  very 
pleased  with  a  program  they  have  written;  it  seems 
"good"  to  them,  although  they  don't  know  exactly 
why.  It*s  usually  because  they  have  solved  more  than 
the  specific  problem  —  they  have  solved  a  whole  class 
of  problems.  © 


\H\MSL     \^^^^^^ 


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*  Subsfli  0«  PET  BASIC  compile*  <o  6502  m*chine  code  fteg  only  6K  memcify 

*  Hfs  Pull  Ftoaimg  pDini  ctp«Ciiitiv$  and  function! 

*  Compile'  listirg  «v»ilable  witn  ISK  vtrlion  jinciudedf 

*  Can  load  campiieo  mjKhin*  coda  iny^here  m  memory 

*  On cMietie ;adci  13 00 for disneiiet  us  4  CANAOAFOREiGN 
TlNV  Basic  Compiler  OlO^NEW/*  0  ROMS/BOSI  wHfi  flK  memory    125  SiO 
TINY  ee$ic  user's  Manual  i,rflitjndable  wifn  soK^are  orilerl             J  6  17 


PET  4  APPLE  II  USERS     TiNY    PASCAL 


Sifuciured  lariguaQe  iiiemaiive  to  OASiC  to*  PET  or  APPLE  li  mciufles 

•  LINE  EDITOR  ■  creal«s.  motjifie*  ind  maintai-ns  source  language 

•  COMPILER    converts  your  source  to  an  «itcu(aDie  Pcocte  forn^ai 

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•  CA5EOF   WHILE  DO,  (FTHEN  ELSE   REPEAT  UNTIL   FOR  TO/DO  AN  TO   PROC   FUNC 
«    Gtapnics  verj.on  r^as  nsore  GRAPHICS  PLOT   POINT  TEXT,  inKEy   ABS  SOP 

APPLE  II  nas  lore*  i.  hueiCOLOR   HGRAPhiCS  HCOLOR  HPLOT,  POL  antj  TONE 

US   *  CANADA  FOREIGN 
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TINY  Pascal  6502  Inietpiaier  Lutmo  GRAPHICS  version 


140 
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PIPER-THE   MUSIC  MACHINE 

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ea3  ly  handles  repeats  and  rests  Wniien  m  last  macntnc  language  includes 
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130 


COMPUTE! 


MorchJ982,  Issue  22 


INSIGHT:  ATARI 

Bill  Wilkinson 

Optinnizecl  Systenns  SoflKA/are 


Good  news!  I  have  finally  found  out  how  and 
where  you  will  be  able  to  obtain  copies  of  D^'  Re 
Atari  ...  and  it  won't  even  cost  you  your  left  thumb. 
The  Atari  Program  Exchange  now  has  it  available 
for  $19.95  plus  shipping.  The  part  number  for  it  is 
APX-9()()08,  and  vou  can  order  it  through  800-538- 
1 862  (8()(M>72- 1 850  in  California).  There  are 
several  changes  and  improvements  from  earlier 
versic^ns,  including  a  section  on  the  GTI  A.  One 
disappointment  is  that  an  appendix  on  random 
access  Files  has  been  deleted.  Oh  well,  leaves  room 
for  me  to  do  a  future  article. 

The  How^  and  Why  articles  on  Atari  BASIC 
that  appeared  in  the  last  two  issues  were  the  result 
of  requests  for  ways  of  "hooking  into"  BASIC,  in 
order  to  add  conmiands»  etc.  I  am  trying  to  gently 
break  the  news  that  you  can'(  add  commands  u>  a 
RUNning  program  (though  direct,  keyboard  com- 
mands can  be  done  by  intercepting  keyboard  input, 
as  I  presume  the  Eastern  House  "Monkey  Wrench" 
does.).  But  I  have  been  trying  to  lead  up  to  why  you 
can't  add  commands,  so  that  people  won't  waste 
time  on  false  leads  in  trying  to  prove  me  wrong. 

However,  i  am  suspending  the  How  and  Why 
series  this  month  in  order  to  take  a  look  at  the  USR 
function.  It  is  my  belief  that  the  USR  function  will 
give  most  of  you  access  to  all  the  added  comands 
you  could  w^rite,  which  lessens  somewhat  the  impact 
of  not  being  able  to  integrate  your  own  commands. 
In  addition  to  some  suggestions  on  usage,  this 
month  we  implement  a  really  powerful  USR  func- 
tion: one  whicli  will  play  a  song  (or  most  any  kind 
of  sound)  in  tlie  background  while  your  BASIC' 
program  continues  to  chug  aw  ay  (zapping  Klingons, 
etc.).  Naturally,  there  will  also  be  the  usual  mix  of 
tricks»  etc. 

In  order  to  deliver  on  my  promi.se  to  the  BASIC 
users  regarding  the  song-playing  USR  function,  1 
nmst  first  lead  the  assembly  language  fanatics 
through  a  short  intro  to  the  Atari  s  interrupt  system. 
As  far  as  1  know,  the  Atari  is  the  only  Icjw-end 
personal  computer  that  gives  you  such  complete 
access  to  a  fully-integrated,  usable  interrupt  system. 
The  Atari  OS  is  structured  to  take  advantage  of 
several  of  these  interrupts;  and,  more  importandy, 
the  user  is  invited  to  gain  full  or  partial  control  of 
most  interrupt  routines.  This  despite  the  fact  that 
Atari's  interrupt  service  routines  are  in  ROM. 

The  6502  microprocessor  supports  two  types 
of  interrupts:  NMI  (Non-Maskable  Interrupt)  and 


IRQ  (Interrupt  ReQuest).  A  bit  in  the  CPU  status 
byte  controls  whether  IRQ's  will  generate  inter- 
rupts, but  if  an  NMI  signal  is  presented  to  it  the 
6502  will  always  call  in  interrupt  service  routine. 
Atari,  however,  allows  the  user  to  prevent  NMI's 
from  reaching  the  CPU  (except  for  the  RESET 
button),  thus  gi\  ing  even  greater  control.  Once 
again,  1  must  reier  you  to  the  Atari  Technical 
Manual  for  full  details,  but  herewith  is  a  sunnnary 
of  the  availal)le  interrupts. 


Table  1.  Available  Interrupts 

Type 

Description 

NMI 

Reset  Button  (the  only  uncontrollable  interrupt) 

NMI 

Display  List  Interrupt 

NMI 

Vertical  Blank  Interrupt  (60  times  per  second) 

IRQ 

BREAK  key 

IRQ 

any  other  key 

IRQ 

Serial  Input  (for  SIO  communication  with  disk,  etc.) 

IRQ 

Serial  Output  (ditto) 

IRQ 

Serial  Transmission  Completed  (ditto) 

IRQ 

Timer  #4 

IRQ 

Timer  #2 

IRQ 

Timer  #1 

IRQ 

6520  parallel  port  "A" 

IRQ 

6520  parallel  port  "B" 

IRQ 

BRK  instruction  encountered  (internal  to  6502) 

Each  of  the  available  interrupts,  except  the 
Reset  Button  and  the  BREAK  key  (and  Timer  #4 
on  all  except  newest  machines),  has  a  vector  (two 
byte  pointer)  through  RAM.  To  take  control  of  an 
interrupt,  simply  put  the  address  of  your  routine 
in  the  vectoi%  and  OS  will  call  you  instead  of  the 
default  routine.  The  only  exception  is  the  Vertical 
Blank  Interrupt,  which  is  handled  slightly  differ- 
ently and  is  the  real  subject  of  this  article. 

The  Vertical  Blank  Interrupt  (VBI)  is  really 
the  key  to  many  of  Atari's  unique  features.  It  occurs 
60  times  per  second,  at  the  bottom  of  each  scan  of 
the  TV  screen,  and  is  used  by  the  OS  ROMs  to  do 
all  sorts  of  things.  First,  and  perhaps  most  obvious, 
it  drives  the  three-bvte  clock  at  locations 
$12J13,$14  (18,19/20  decimal)  as  well  as  several 
other  usable  event  timers  (e.g.,  serial  bus  timeotit). 
most  of  which  are  accessible  to  the  user.  Second, 
and  most  useful,  it  allows  changes  to  the  graphics- 
related  hardware  at  a  time  when  nothing  is  being 
displayed  on  the  screen:  it  moves  all  the  "shadow" 
locations  (see  the  technical  manual)  to  their  corre- 
sponding hardware  pot  ts. 

Of  necessity,  then,  the  user  would  not  normally 
want  to  interfere  with  the  operations  ol  the  VBI 
routines.  Biu,  once  again,  the  Atari  software  design 
team  thotight  ahead:  they  provided  not  one,  but 
two,  VBI  vectors.  Thus,  upon  receipt  of  a  VBI 
request,  the  ROM  code  first  calls  the  routine  pointed 


^o 


5? 


-'a 


-?fc 


TAe  above  is  a  graphics  8  screen  printout  on  the  EPSON,  with  our  new  AESD  II  (tm) 


001  ATARI  EPSON  SCREEN  DUMP 

This  is  a  screen  dump  program  that  transfers  a  screen  image 
to  the  MX-80 , , (D)  $1 9.95 

002  ATARI  EPSON  SCREEN  DUMP  U 

This  is  a  screen  dump  program  which  allows  you  to  copy 
anything  from  the  screen.  It  also  supports  all  graphics 
modes  and  text  modes.  It  supports  all  the  features  of  the 
EPSON(tm)  MX-80  and  MX-100.  The  program  is  in  machine 

language  and  is  relocatable (C)  $26.95 

(D)  $29.95 

003  ATAR.RENUM 

This  is  a  utility  that  will  renumber  any  tokenized  BASIC  pro- 
gram that  is  co-resident  in  RAM (C)  $19.95 

(D)  $21.95 

004  INFO-FILE 
This  program  is  designed  to  act  as  an  electronic  filing 
cabinet.  This  is  a  FAST  database  program  that  utilizes  a 
dynamic  keyboard  to  move  the  user  quickly  through  this 
menu  driven  program.  Use  it  to  create,  add,  delete,  edit,  print, 
selectively  search,  and  store  your  custom  files.  (D)  $21.95 

005  BINARY  LOAD  CASSETTE  TO  DISK 

This  utility  will  take  binary  load  cassette  files  like  SPACE 
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waiting  for  loading!  The  duplicate  is  AUTO-BOOTING  and 
uncopyable (D)  $21.95 

006  DEVIL  DWELL  DUNGEON 

This  disk  based  adventure  has  excellent  graphics.  Prepare 
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venture  into  the  depths  of  the  Devil  Dwell  Dungeon  in  search 
of  the  Golden  Septor  and  the  rating  of  Superlord  of 
Superlords.  This  is  an  AUTO-BOOTING  program.  (D)  $21.95 

007  DOWNLOADER 

This  is  a  true  SMART  TERMINAL  EMULATOR  PROGRAM 
which  allows  you  to  upload  and  download  files  between 
computers  and  save  to  DISK,  CASSETTE,  or  a  PRINTER. 
ALSO  WORKS  WITH  THE  D.C.  HAY^S  SMARTMODEM. 

(C)  $26.95 

(D)  $29.95 


009  ELECTRONIC  CALCULATOR 

This  program  is  a  tool  for  the  electronics  hobbyist.  It  makes 
the  necessary  resistive  and  capacitive  calculations  for  both 
series  and  parallel  circuits.  It  shows  formula,  decodes 
resistors,  plus  power  calculations  for  both  AC  and  DC 

circuits.    ... (C)  $19.95 

(D)  $21.95 

Ot1  ELBBARCS 

This  Is  a  word  game  program  which  is  in  high  resolution 

graphics. , .  .   (C)  $1 9.95 

(D)$21.95 

012  UTILITY  PAK  1 
These  four  utility's  are  for  the  serious  programmer.  XREF 
is  a  variable  cross  reference  utility  which  tells  you  where 
and  when  a  variable  is  used  in  a  program.  VARIABLE- 
CHANGER  is  a  program  that  allows  you  to  easily  change 
the  name  of  any  or  all  of  the  variables  in  your  program.  Lister 
and  Denumber  are  also  included (C)  $19.95 

(D)  $21.95 

013  PIE  BAR  UTILITY 

This  utility  is  designed  to  provide  a  screen  dump  capability 
for  the  ATARI®  GRAPH  IT(tm)  using  EPSON®  MX-80 
printer.  Features  STORAGE  and  RECALL  of  both  Pie  and 
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be  used  separately  in  24K  of  RAM (C)  $19.95 

(D)$21.95 

014  BACKUP  MASTER 

A  machine  language  program  that  allows  you  to  make 
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132 


COMPUTEI 


March,  1982.  Issue  22 


A  Real,  Live  Example 

The  example  program  this  month 
is  designed  lo  be  used  via  USR 
from  BASIC,  but  ihere  is  a  sim- 
plified entry  point  from  assembly 
language.  You  could  lift  this 
program  as  is  and  plunk  it  into 
any  assembled  game,  etc.  The 
idea  behind  the  program  is  simple: 
a  routine  is  passed  a  seqtience  of 
bytes  which  are  interpreted  to  be 
commands  to  the  sound  genera- 


Main  Assembly  Listing 

0000 


to  by  vector  VVBLKI  (at  $0222)  and  then  calls  via 
the  vector  VVBLKD  (at  §0224).  The  T  and  *D* 
stand  for  'immediate"  and  "Deferred,"  respectively. 

Normally,  the  user  routine  would  not  replace 
the  vector  at  VVBLKI.  Thus  the  Atari  ROM  code 
can  update  its  clocks  and  move  its  "shadow''  regis- 
ters in  confidence  tliat  it  will  finish  its  job  before 
the  screen  starts  displaying  tfie  next  TV  frame. 
The  user  may  replace  VVBLKD  to 
cause  his  routine  to  execute  di- 
rectly after  the  Atari  system  code. 

Some  cautions  are  in  order: 

(1)  Disaster  will  strike  if  your  V'BI 
routine  is  not  done  before  the 
next  V^BI  occurs.  If  you  simply 
need  to  synchronize  your  routine 
to  a  vertical  blank,  just  w  ait  for 
the  system  clock  to  tick  before 
starling  (see  the  label  WAITVB 
in  this  month's  example  program). 

(2)  As  with  most  Atari  vectors,  the 
safest  way  to  use  these  is  to  move 
them  somewhere  in  yoiu'  ow  n 
data  area,  replace  them  with  your 
pointer,  and  have  your  code 
f i n  i s  1 1  u p  by  j  Li m  p i n g  bac k  via  the 
original  Atari  routine.  I  his  is 
particularly  important  to  do  with 
interrupt  handlers,  else  the  inter- 
rupt system  may  not  be  properly 
reset. 

Finally,  let  me  note  that  you 
may,  if  you  really  have  to,  steal 
the  entire  VBI  processing  for 
yourself.  This  is  not  necessarily 
bad  (especially  if  you  are  writing  a 
dedicated  game,  etc.).  but  be 
forewarned  that  you  w  ill  have  to 
worry  about  shadow  registers, 
etc.,  yourself.  There  is  a  lot  more 
to  this  subject,  including  what 
Atari  refers  to  as  time-critical  I/O, 
biu  for  most  piu' poses  you  should 
be  able  to  work  w  ithin  the  rules  I 
have  outlinecL 


tors  of  the  Atari  hardware.  The  routine  examines 
tfie  bytes  and  performs  the  requests.  One  of  the 
available  requests  is  to  "play"  sound(s)  for'  a  speci- 
fied lenglli  of  time;  upon  encountering  [his  request, 
the  routine  waits  the  appropriate  time  before 
processing  the  next  byte.  Simple. 

Except  that  this  routine  will  opeiate  (invisible 
to  a  running  BASIC  program)  merrily  playing 


0600 
0000 

OOFF 

0100 

D200 
02  01 

001^ 
OOCE 


OOFF 
OOFE 
OOf'D 

oorc 

0000 


D600 


06  0  0  AB 

0601  C9  0  1 

0603  DOF-EI 

060^1  6R 

0606  AEl 

0607  68 

0  60£} 


tK.08  A6M 


060A  E^l^ 

06DC:  Forc 


060E:  ascE 


PLAYIT 


Mritteri  by  Bill  Wilkinson 
for  March,  1982,  COMPUTE! 


lODO 

1010 

1020 

1030 

lO^Q 

1050 

1060 

1070 

lOBU 

1090  : 

110  0  ;;;;;;;;;; 

HID  ; 

1120  ORIGIN  ^ 
1130         «^ 

114  0  ; 

1150  L(3H 
1160  HIGH 
1170  ; 
118  0  AUDFl   - 

0) 
1190  AUOCl   =-* 
llMin  \ 

1210  yVE:LKD  - 
122  0  ; 

1230    CLQCIU.SB    = 
1240     \ 

12*^0    PLAYAODFt    = 
1260    ; 

1270  JtlWIIfrl 

1280  : 

1290  \    Equ3te-> 
1300  ; 
1310  CMOft 
1320  DMDS 
133n  CMDN 
1340  CMQTU  - 
13!H1  CHDE 
1360  ; 


PAGE-: 


equates,    oricjiri«5^ 

\   \    *f    \   t   t   \\   \   *   t    i    i   \   *i    t   )    i   *    i    t 


etc* 


>  t  t  t  f  t  t 


3    demons tratiori  of  perforMing 
c  1  ocke  d  t  i  ri  t e  r  r  ks  f*  t  -  rj r  1  v  €>  r > 
tasks  under  At^iri  05* 


tititttitttftt 


10600 
OF^IGIN 

SFF 
t-100 

$D200 

$D201 

i0224 

$1^ 

$0(]CE 


Frequency »    iiudio    chsnriel     1     (sound 
Chann*?l    1    cofittMjl    *;    voluno 
Dt^lci-^jt^d    M*?rtlc*d)I    Blank    routine 
the    system   clock »    LSB    of   3 
2    byte    pointer    in    safe    pjl^kce 


fiw    uur    private^    -sound    coMfi^nds 


255 
254 
253 
252 


Repeat 

Stop  sound  (keep  routine  going) 

NuMber  of  voices 

set  Tone  and  "Jolurte 

End  (but  sound  not  turned  off) 


1370 
130n 
1390 
140  D 
141D 
1^20 
1430 
1440 
1450 
1460 
1470 
14(30 
1490 
150C 
151tl 
152  0 
1530 
154(1 
155ft 
1560 
1570 
15£J0 
1590 
16t)0 
1610 
1620 
1630 
1640 
1650 
1660 
1670 
1600 
1690 
1700 


♦PAGE  "      install  our  PLAYIT  routine  " 

INSTALL  is  the  entry  point  called  froM  BASIC 

Tht»  BASIC  proqran  calls  us  via 

USR<  INSTALL,  ADR<p  lay  it-coMMeind-str  ing)  > 

The  routine  nix^i    be  called  froM 
assenbly  langus'se  at  INSTALLl 
by  placing  the  addross  of  the 
conwand  string  in  A,Y  (LSB, MSB) 


INSTAl-L 

PL  A 

CMP   *i 
GOOF    BNE   GOOF 

PL  A 

TAY 

PL  A 

INSTALLl  --=   « 

;  firstt  we  wait  for 

*  ...to  ensure  we  don't 

;     interrupt  while  we 


BASIC    tell^i    uti    liow    Many    paraneters 

b e 1 1 e r     j u s t    li a v e    ori e  ' 

el<se  only  RESET  will  get  hin  out! 


MSB 
LSB 


to  Y 
to  A 


regi^iter 
register 


assembly  l^inguage  entry  point 

vertical  blank 
get  3  UBLANK 
are  working? 


LDX   CLOCKLSB 


WAITUB 


CPX 
BED 


CLOCKLSB 
WAITVB 


has  clock 
no . . . keep 


ticked"^ 
waiting 


OKAY  TO  PROCEED 

STA   PLAYADDR 


we  preempted  a  zero  page  spot 


254  ($FE)    CMDS 


253  ($FD)    CMDN 


along  while  BASIC  continues 
what  it  is  doing.  To  accomplish 
this,  we  have  hooked  into 
VVBLKD  (as  described  above). 
The  user  specifies  the  note  dura- 
tion as  a  number  of  "jiffies"  (60ths 
of  a  second),  and  we  let  the  VBI 
count  dowTi  the  duration  for  us. 

The  commands  are  imbedded 
in  a  string  of  bytes  passed  to  the 
routine.  Playit  recognizes  six 
command  types,  as  shown  in 
Table  2.  Playit  is  not  pardcularly 
sophisticated.  For  example,  all 
voices  must  play  sounds  for  the 
same  duration  and,  when  chang- 

Table  2.  Playit  Command  Codes 

Byte  value  Name        Description 

255  ($FF)  CMDR  Repeat  the  entire 
sound  command 
string 

Stop  all  sounds  (do 
nol  end  command 
string) 

Number  of  voices  is 
specified  in  next 
byte  (0-4) 
252  ($FC)    CMDTV  Specify  Tone  and 
Volume  (as  in 
SOUND  0,freq, 
TONE,VOLUME). 
Must  be  followed  by 
0-4  bytes  (one  per 
each  voice  as  speci- 
fied by  CMDN), 
each  of  which 
specifies  a  Tone/ 
Volume  for  one 
channel. 
End  command, 
unhook  from 
VVBLKD.  Does  not 
turn  off  sound,  so  is 
usually  preceded  by 
CMDS. 

Any  other  value  is 
assumed  to  be  a 
duration,  given  in 
^jiffies' (60ths  of  a 
second).  Must  be 
followed  by  0-4 
bytes  (one  per  voice 
as  specified  by 
CMDN),  each  of 
which  specifies  the 
frequency  of  the 
sound  for  one 
channel  (as  in 
SOUND  0,FREQ, 
tone,  volume). 


0      ($00)     CMDE 


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134 


COMPUTE! 


March,  1982,  Issue  22 


ing  volume  or  tone  quality,  all 
voices  must  be  respecified.  A 
more  sophisticated  sound  inter- 
preter would  presumably  mean 
smaller  command  strings  but  a 
bigger  interpreter.  If  you  go  to 
the  trouble  to  type  in  both  Playit 
and  Playit  From  BASIC,  you  will 
see  that  some  more  than  accept- 
able sounds  can  be  accomodated, 
so  I  am  reasonably  happy  with  the 
results. 

Some  interesting  projects 
remain:  Why  not  convert  Atari's 
Music  Composer  disk  files  to 
Play  it-compatible  strings?  Or  how 
about  a  real  Music  Compiler 
written  in  BASIC?  How  about 
making  Playit  relocatable,  a  la  last 
month's  article?  Please  write  and 
tell  of  yotir  successes  (or 
failures?). 

Last  but  not  least,  another 
caution:  since  I/O  to  anything  but 
the  screen  or  keyboard  uses  the 
SIO  set  ial  bus  driver,  and  since 
the  serial  bus  uses  the  sound 
generators  to  get  its  baud  rates, 
etc.,  you  MUST  turn  off  sound 
generation  (commands  CMDS, 
CMDE)  before  doing  such  I/O. 

Atari  BASIC:  On  Sounds,  Hex 
Numbers,  And  The  USR  Function 

The  featured  idea  and  program 
in  this  issue  is  the  Playit  From 
BASIC  listing  w hich  follows.  The 
program  itself  is  not  very  sophisti- 
cated: it  simply  allows  the  one- 
character  command  codes  (R,S, 
N,T,E)  and  hex  data  bytes  to  be 
translated  into  characters  in  a 
string.  It  then  passes  the  address 
of  the  string  to  Playit  (the  assembly 
language  program)  and  comes 
back  to  the  user,  ready  to  compile 
the  next  string  of  commands.  If 
you  intend  to  emulate  this  scheme, 
rather  than  use  the  program 
as  is,  you  might  be  advised  to  |:>ut 
the  sound  command  string  into 
memory  yoti  have  reserved  (e.g., 
via  the  "Simplest  Method"  given 
in  previous  articles  in  this  series). 
Putting  the  command  in  a  string 
is  inviting  trouble:  if  your  pro- 
gram stops,  if  you  ENl  ER  new 


O&IO 

8D[;2n6 

1710 

0613 

84CF 

1720 

0615 

8CC306 

173  0 
17^10 

061E1 

An2'}n2 

1750 

061E: 

AC2502 

1760 

061E 

c9:jg 

1770 

0620 

D004 

1780 

0622 

C006 

1790 

0624 

FOlO 

laoo 

1310 
1820 

0626 

8DC406 

1G30 

0629 

BCC506 

la^o 

1850 

062C 

A93C 

1860 

062E 

8D2402 

1870 

just  in  case  of  s    repeat  end 


STA  REPEAT     j 

STY  RLAYAt)DR  +  l 

GTY  REF-'EAT+i   J  sirtilarly  for  MSB 
t 

LDA  "^UBLKD     t     prepare  to  save  tht?  ptr 

LDY  yUFiLKD-t'l 

CMP  #PLAYITaLQW  J  already  saved? 

BNE  NQHINSTALL  I    no 

CPY  +PLAYIT/MIGH 

E;EQ  INSTALLED  J  yes 

NDHINSTALL 

STA  SAUEUBLK 

STY  SA^EyBLK+l  J  save  systen  vectot- 

LDA  #PLAYIT&LOH 

STA  UUBLKD     j  and  install  our  own 


0631  A906    1880  LDA   #PLAYIT/HIGH 

0633  8D2502  1890  STA   U^BLKD+l 

190  0  INSTALLED 

0636  A901    1910  LDA   *1         I    A  single  clock  tick 

0638  8Dn706  1920  STA   DURATION   ;  until  we  start  playing 

063E  60      1930  RTS             ;  done  with  install! 

19'»0  ; 


063C 

1950 

.PAGE!  "      The 

actual  PLAYIT  routine" 

1960 

1970 

;  PLAYIT  is 

the  entry  point  for  our  Delayed 

1980 

;    'v'ertica 

1  Blank  routine 

1990 

20  0  0 

J  PLAYIT  'reads'  the  sound  coHMand  string 

2010 

t     d 

nd  pi 

ijys  our  'song' 

2020 

2030 

;  SAM 

is  simply  the  looping  point  for  CMd'S 

2040 

2050 

PLAYIT 

063C 

CEC7  06 

2060 

DEC 

DURATION 

keep  on  playing? 

063F 

D029 

2070 
2080 
Z090 

SAM 

BN£ 

EXIT 

yep  .  *  *^iO  cl\ai-iges 

06^1 

206706 

2100 

JSR 

GETCMD 

get  a  byte  fron  connand  string 

064^ 

C900 

2110 

CMP 

tCMDE 

End  it  now? 

0646 

F0  53 

2120 

BEQ 

DOEND 

yes 

0648 

C9FF 

2130 

CMP 

♦CMDR 

D.C*  al  Fine'' 

064A 

F05E 

2140 

BEO 

DORPT 

yt?s 

064C 

C9FE 

2150 

CMP 

*CMD5 

Stop  all  sound  ? 

064E 

F03F 

2160 

BEQ 

DOSTOP 

yep 

0650 

C9FC 

2170 

CHP 

*CMDTy 

Tone  and  Uoluwe  on  TV? 

0652 

F02A 

2180 

BED 

DGTM 

yeah 

0654 

C9FD 

2190 

CMP 

fCMDN 

NuMber  of  voices  change? 

0656 

F015 

2200 
2210 
2220 

BEQ 

DONIJM 

uh-huh 

t  t  1  t  f  * 

t  t  t  t  t 

ttttrtttttt 

2230 

2240 

t     if  none  o 

f    the  above 

Must  be  duration 

2250 

2260 

DOnURATION 

0658 

BDC7  0  6 

2270 

STA 

DURATION 

we  assune  *30 

065B 

AEC606 

2280 

LDX 

NUMUCS 

0  65E 

300A 

2290 
2300 

FREQLF- 

BMI 

EXIT 

no  voices,  Just  duration 

0660 

20B706 

2310 

JSFi 

GETCMD 

f  yes..* get  neKt  byte 

0663 

900002 

2320 

STA 

AUDFlrX 

;  and  set  the  frequency 

0666 

CA 

2330 

DEX 

0667 

CA 

2340 

DEX 

t     see  if  more  voices 

0668 

10F6 

2350 

t^PL 

FREQLP 

t  yes* . tkeep  trying 

2360 

;  no .  . 

.fall 

through  to 

EXIT 

2370 

t 

2380 

EXIT 

066A 

6CC406 

2390 
2400 
2410 

JHP 

CSAUEUBLK) 

J  let  OS  clean  things  up 

?  I  J  J  J  * 

t  r  *f  I  t 

*t  t  *f  T  *  t  i  t  t  t  I 

t  *  t  t  f  t   t  f  t  t  t  *   I  t  t  t  i  I   t 

2420 

2430 

\    set 

nunber  of  voices 

244  0 

2450 

D8NIJM 

066D 

20B7  06 

2460 

JSR 

GETCMD 

;  ne;:t  byte.  .  * 

0  67  0 

AA 

2470 

TAX 

0671 

CA 

2480 

DEX 

0672 

8A 

2490 

TXA 

;  less  one 

0673 

3003 

2500 

BMI 

NIJMOK 

t  if  <  zero*  leave  it  alone 

b675 

2903 

2510 

AND 

*%Q3 

;  Ensure  1-4  voices 

0677 

OA 

2520 
2530 

NUMGK 

ASL 

A 

\     doubled,  for  ease  of  use 

0678 

8DC606 

254  0 

STA 

NUMyCS 

;  as  nunber  of  voices 

lines,  if  you  DIMension  more 
variables,  etc.,  the  string  may 
move  and  Play  it  would  start 
playing  random  sounds. 

The  commands  have  simply 
been  entered  into  the  program 
via  DATA  statements  starting  at 
line  9000.  Those  of  you  who  go  to 
the  trouble  to  enter  all  this  will,  I 
hope,  be  pleasantly  surprised  by 
the  sounds  generated  by  lines 
9400-9418.  You  will  probably  be 
dismayed,  however,  at  the  idea  of 
putung  in  such  a  complex  sound 
yourself.  That  is  why  I  encoiuage 
someone  to  come  up  with  a  better 
"Music  Compiler*'  along  these 
same  lines. 

In  any  case»  1  invite  you  to 
compose  your  own  music  or 
sounds  to  be  put  into  this  system. 
Generally,  I  wrote  a  sound  in 
BASIC  to  test  it  before  committing 
it  to  DATA  statements.  For  exam- 
ple, the  "CHOO-CHOO"  sound 
evolved  from  this  BASIC  Hne: 

FOR  V=  15  TO  0  STEP  -I  :  SOUND 
0,V,0,V  :  NEXT  V 

The  above  sounds  like  an  explo- 
sion, but  if  you  slow  it  down  a 
little  and  repeat  it  regularly  you 
can  train  it  as  you  wish.  On  to  the 
short  subjects. 

HexDec 

If  you  have  already  peeked  at  the 
listing  of  Playit  From  BASIC,  you 
may  have  noted  an  unustial  looking 
hexadecimal  to  decimal  conver- 
sion routine.  In  fact,  I  herewith 
present  you  with  a  "one-liner" 
HexDec  program: 

1   DIMH$(23),N$(9):H$  =  SABCDEF 
GHII!!!!!!  IKLMNO":IN.N$:F,I  = 

lTOLEN(N$):N  =  N*16  +  ASC(H$(ASC 
(N$(I)).47)) 

:NJ:?N:RUN 

The  underlined  characters 
are  control  characters  (control- 
comma  is  the  heart,  etc.).  The 
abbreviations  are  necessary  to  get 
it  to  fit  on  one  line.  To  see  how  it 
works,  figure  out  what  happens 
when  you  input  '*9A".  Recall  that 
ASC("9")  is  57  and  ASC("A'')  is 


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ATARI 

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INHOME 
SOFTWARE 

PH.  1-416-961-2760 


1560YongeSt. 
P.O.  Box  10 
Toronto 

Ontario  Canada 
M4T1Z7 


136 


COMPUTEl 


March,  1982,  Issue  22 


65.  57-47  is  10  and  65-47  is  18. 
Look  at  the  10th  and  18th  charac- 
ters in  H$.  What  is  ASC("control- 
I")?  ASC("control-J")? 

You  can  avoid  the  control 
characters  by  adding  the  -64 
shown  in  Play  it  From  BASIC. 
Simple. 

DecHex 

This  isn't  really  pertinent,  but 
while  we  are  on  the  subject  of 
one-liners: 

1DIMH$(16):H$  =  "0123456789AB 
CDEF':IN.N:M  =  4096:F.I  =  1T04:J  = 

INT(N/M):?H$(J  +  1);:N  =  N-M*J:M  = 
M/16:N.N:?;RUN 

The  USR  And  ADR  Functions 

Even  though  the  methods  of 
using  the  USR  function  are  fairly 
thoroughly  covered  in  the  Alari 
BASKl  Reference  Ma)iual.  1  find 
that  many  users  are  not  fully 
aware  of  the  real  power  of  this 
function.  Recall  that  the  general 
syntax  of  this  fiuiction  is: 

USR(  addr  [,expr  [,expr  ...  ]]) 

In  other  words,  in  addition  to 
giving  BASIC  an  address  to  call, 
you  may  pass  any  number  of  ex- 
pressions to  the  assembly  language 
routine.  BASIC  converts  each 
expression  to  a  16-bit  integer, 
pushes  the  result  on  the  CPU 
stack,  and  cleans  up  by  pushing 
on  a  single  byte  which  tells  the 
number  of  such  expressions  it 
pushed,  (The  address,  which  may 
itself  be  an  expression,  is  not 
pushed  and  is  not  counted  by  that 
single  byte.) 

So  what  can  we  pass  to  as- 
sembly language?  Obviously, 
numbers  in  the  range  of  0  to 
65535.  But  what  about  characters? 
C^onceive  of 

USR(  addr,  ASC("T"),  expr  ) , 

where  the  ''T''  might  be  used  as  a 
mnemonic  command  to  tell  the 
routine  which  of  seveial  functions 
is  desired.  How  about  strings  of 
characters?  Recall  that  the  three 
essential  ingredients  defining  a 


067B  ^C^106 


067E 
0681 

0683 
0686 
06P9 
068A 
06BB 
068D 


06aF 
0691 

0693 
0696 
0697 
0699 


069B 
069E 
06A1 
D6A^ 
06A7 


AEC606 
30  BE 

20B706 

9D01D2 

CA 

CA 

10F6 

30B2 


A207 
A90  0 

9D00DI 
CA 

lOF-A 
30A6 


AOC:^06 
802^02 
AOC506 
8D25D2 
6CC^06 


2550 

2560 

2570 

2580 

2590 

2600 

2610 

2620 

2630 

26^0 

2650 

2660 

7670 

2680 

2690 

270  0 

2710 

2720 

2730 

27^0 

2750 

2760 

2770 

27B0 

2790 

2800 

2810 

2820 

2830 

28^0 

2850 

2860 

2870 

2880 

2890 

2900 

2910 

2920 

293  0 

29^0 

2950 

2960 

Z970 

2980 


JHP 


3AM 


f 

\    set  tone  and  volune 

DOTy 


TULP 


yf1t1it**fitttttti 


LDX 

NUMUCS 

BMI 

SAM 

;  no  voices  to  set 

JSR 

GETCMD 

;  get  ne>it  byte 

STA 

AlJDCitX 

;  treat  as  ti<v  connand 

DEX 

OEX 

;  More  voice«i? 

BPL 

T^LP 

;  yes 

BHI 

SAM 

;  no 

iittttittttfttittfi 


>tftitiittttt*ttttt 


\       STOP  thc^  5Qi,.tnd  (by  clring  all  sound  regs) 
DDSTDP 


STDPl.P 


LDX  *7 

LDA  *0 

STA  AUDFljX    Jfren  and  vol  to  zero 

de:x 

BPL  STOPLP 

BHI  SAM        \    sound  s topis,  fjqm  keeps  going 


\    ENE)  the  processing  (but  doesn't  ^top  sound) 

DOEND 

LDA  SAUEUBLK 

STA  yUE>LH[)     ;  restcire  systen  ptr 

LDA  SAUEVBLK+l 

STA  yUBLKD+1   ;  and>  to  OS,  we  aren't  here 

JMP  (SAUEyBLK)  J  one  last  tiwe 


tfittttii 


>ttttfttfttttftttftttt*i 


repeat    thie    sane    stuff    acjain 


299  0    ; 

30  0  0  DORPT 
06AA  ADr,206  3010 
06AD  8SCE  3020 
06AF  ADC3D6  3030 
06E:2  85CF  3040 
06B4  ^C4106  3050 


LDA 
STA 
LDA 
STA 
JMP 


REPEAT 
PLAYADDR 
REPEAT+1 
PLAYADDR+1 
SAM        ; 


!  Just  reset  the  addre^i 
and  tv\i    it  again 


0  6B7 


06B7  AOOO 

06B9  BICE 

06BB  E6CE 

06BD  D002 

06BF  E6CF 

06C1  60 


0  6C2 

06C2  0000 
06C4  0000 
06C6  00 
06C7  00 


.PAGE 


J  sirtpily  gets  ne;;t  byte  froM 
;  oonnand  string 


GETCMD 


06C8 


3060 
3070 
3080 
3090 
3100 
3110 
3120 
3130 
3140 
3150 
3160 
3170 
3180 
3190  J 

3200         .PAGE  " 

3210  ; 

3220  REPEAT  .WORD  0 

323  0  SA^EVBLK  .WORD 

3240  NUHyCS  .BYTE  0 

3250  DURATION  .BYTE 

3260  J 

3270  J 

3280 


the  OETCMD  subroutine 


GCEXIT 


LDY  *0 

LDA  (PLAYADDR), Y  J  get  the  byte 

INC  PLAYADDR   J  bunp  LSE  of  pointer 

BNE  GCEXIT     J  done 

INC  PLAYADDR+1  J  and  the  MSB 

RTS 


raw  usage 


in  case  we  hear  it  again 
so  we  can  jmp  indirect 
control-.  T^LP  and  FREQLP 
how  long  we  hold  a  sound 


^0600 

=0201 

=  O0Fr 

=  0000 

060A 

0636 

0641 

068F 

06C6 

0693 


ORIGIN 

AUDCl 

CMDR 

CMDE 

WAITVE^ 

INSTALLED 

SAM 

OOSTQP 

NUMVCS 

STOPLP 


=  OOF"F 
=  0  224 

=oorE 

0600 
0  6C2 
06C4 
06B7 
067E 
0660 
06C1 


.END 


LOW 

WBLKD 

CHDS 

INSTALL 

REPEAT 

SAUEVBLK 

CETCMD 

DDTU 

FREQLP 

GCEXIT 


010  0 

HIGH 

=D200 

AUDFl 

0014 

CLOCKLSB 

=  0OCE 

PLAYADDR 

OOFD 

CMDN 

=  0OFC 

CMDTU 

0603 

GOOF 

=  0608 

TNSTALLl 

063C 

PLAYIT 

0  626 

NOWINSTALL 

06C7 

DURATION 

066A 

EXIT 

0  69B 

DOEND 

06AA 

DORPT 

066D 

DONUH 

0658 

DO DURATION 

0678 

NUMDK 

06B3 

TVJLP 

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and  get  a  multi-color  space  ship.  Using  THE 
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THE  NEXT  STEP  contains  well-written,  easy-to-use  documen- 
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String  in  Atari  BASIC  are  its  DlMension,  LENgth, 
and  address.  Since  your  program  presumably 
DIMensioned  the  string,  you  know  that  vakie  and 
may  pass  it  as  an  expression.  And  the  address 
and  length  are  available  from  the  ADR  and  LEN 
functions! 

Would  you  like  your  assembly  language  routine 
to  modify  your  string,  affecting  its  length?  1  ry 
something  like  this: 

DIMXX$(XXDIM) 

XX$(  USR(  addr,  A0R(XX$),  XXDIM  )  +  1  )  =  ^'  " 

Recall  that  the  USR  function  may  return  any  16-bit 
value  to  the  BASICS  program,  which  is  automatically 
converted  to  floating  point  as  needed.  Assume  that 
this  USR  routine  puts  something  in  the  XX$  string 
and  returns  the  number  of  characters  it  put  in. 
The  above  will  then  set  the  LENgth  of  XX$  properly 
for  use  by  other  BASIC  statements  and  functions. 

Finally,  there  is  floadng  point.  How  about 
writing  a  matrix  inversion  program?  If  we  are 
limited  to  passing  16-bit  integers,  how  do  we  pass  a 
floating  point  number  via  USR?  Simple:  we  pass 
the  address  of  the  number,  just  as  we  do  with  a 
string.  And  how  do  we  get  the  address  of  a  number, 
when  the  ADR  ftmction  only  works  with  strings? 
Like  this: 

DIM  FF$(i),FF(  diml,  dim2  ) 

JUNK  =  USR(  addr,  ADR(FF$)  +  1,  diml,  dim2  ) 


A  little  published  fact  about  Atari  BASIC  is  that 
DIMensioningof  both  strings  and  arrays  proceeds 
in  an  orderly  fashion  according  to  the  DIM  state- 
ments encountered.  And  you  are  guaranteed  that 
the  order  you  DIM  strings  and  arrays  is  the  order 
they  will  occur  in  memory!  So,  by  DIMensioning 
that  one-byte  string,  FF$,  directly  before  the 
DIMension  of  the  array,  FF( ),  we  kjiow  that  the 
address  of  the  array  is  one  greater  than  the  address 
of  the  string.  Thus  we  can  pass  all  the  pertinent 
information  about  the  array  (its  address  and  di- 
mensions) to  our  assembly  language  routine.  Inci- 
dentally, if  you  don't  want  to  waste  a  one-byte 
string  for  this  purpose,  there  is  no  reason  FF$  can't 
be  any  DIMension  you  need:  just  adjtist  the  '+  l'  to 
reilect  the  actual  DIM  you  use. 

One  last  note  on  this  subject:  the  fact  that  you 
can  predict  the  memory  order  of  strings  and  arrays 
has  fascinating  possibilities  in  regards  to  record 
structtn  es,  etc.  But  (and  how^  many  times  have  you 
read  this  from  me)  that's  a  topic  for  another  article. 


Program  L 


10 
20 
30 

^0 
50 
60 


AUDCTt--53768  t  DBL=  1 2 0 

AUDF 1 -5376 0  tAUDC;  1-53761 

SOUND    1,10,1 0,15; BOUND    3,10,10,15 

POKE  audc:i,o:pokee  audch-^,o 

POKE    AUDCTL^DBt. 

FOR    J==10    TG    15;  POKE    AU[>F-l'f2  ,  J  J  POKE    AUDFl 

■t-6,20"J 


138 


COMPUTEI 


March,  1962.  Issue  22 


70    F-OR    I-t)    TO    255tPnKE;:    AUDF-l^ItPDKEr    AUDF-l-t-^ 

.25tv-i:NEXT    I 
80    NEXT    J 

.  *  *UEF^Y    iiiMnOTH    GLIDES.  .  . 


=  120 


Program  2. 

io  audc;tl--53768:dbl 

12    DSJOl  78979  0/2 

20    AUDri-53760:AU[)C:i==53761 

30    SOUND    1,10^10,0 

^0  POKE  AUDC1»0:POKE  AlJPCl-f-^^O 

50  POKE  AUDCTL,DBL- 

60  P2  =  2'^C1/12) 

7  0  NTE==16:REM  C    in  the  f^EAL  aASS 

80  FOR  I-l  TO  109 

9  0    FREQ=:INT  <  O8C/NTE-7  +  0  *  5  )  :  FO=INT  (  FREGi/256  ) 

92    Fl=FREa-2S6)»(F0 

100   POKE  audfi,fi:poke   AUDF1-*-2,F0 

102  POKE  AUDCl+2,17^; 

103  PRINT  "NOW  PLAYINC  " JINT ( NTE+ 0  *  5 ) J "  HZ" 
105  FOR  J==^l  TO  1 00 :  NEXT  J 

110  NTE=^NTEMCP2 
120  NEXT  I 
130  GOTO  7  0 

♦  **9  OCTA^^E  CHROMATIC  SCALE.*. 


Playit  From  BASIC 

1000     REM     «(X^«X3K3KXX)K)KXStCX»CXMeX?lt«]lt9NlCX«XXXXX 

1020    REM    X 

1040    REM    X    F>LAYIT    F-ROM    BfhSlC ,    SAH 

1060    REM    X 

10f(0    REM    X    Thisi    routine    i*t    a    sit^ypl^ 

1100  REM  X  sound  "cowpiler",  which 

1120  REM  X  tc-jkes  DATA  statenent-,  and 

11 'IO  REM  X  converts  then  into  connsnd 

1160  REM  X  strings  sLtitable  for  use  by 

IIBD  REM  X  the  inte rrupt-driver^  F^l.AYIT 

120  0  REM  X  r-outine. 

1220  REM  X 

12'»D  REM  X 

1260  REM  X  Written  by  Bill  Wilkinson 

12B0  REM  X 

1300  REM  X    for  March*  1982,  COMPUTE! 

1320  REM  X 

13^10    REM    xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx 

1360    REM 

1380  REM  First*  const*tnts,  routine  addresses,  etc* 

1^00  REM 

1420  DIM  HX*(2),CMD»(in  ,F'LAyS(1000),HEXS(23)rTYPH*(l>, 

PL.AYIT$(1DOO) 
1440  HEXi=="0ABCDEFGHI!  !  M  !  !  !  JKLMNG" 
1460  DOCMt)==2300:LODF^lBat):HEXnEI>2600 
14B0  AGAIN  =  1700:EXITl.ODP  =  2iOO 

150  0  PLAYIT=^6x256;REM  or  wherever  you  put  the  routine 
1520  REM 

1530  BOUND  OtO,0,0:REM  needed  to  -initialize  properly 
1540  REM  The  cowMand  equates.** 
1560  REM  ric)tice  that  these  fiatcrh  the 
1580  REM  assefibly  Icrngusqe  routine 
1600  CMDR=255JCMOS=25^;c:MON=253:CMDT^;=Zj2:CMDE==0 
1620  REM 

1640  REM  xxxxxxxxxxxxxxxxxsMxxxxxxxxxxx 
1660  REM 

16B0  REM  This  is  the  AGAIN  of 
1700  REM  PLAY  IT  AGAIN,  ATARI 
1720  REM 

1730  PRINT  "     <processinQ. * .please  wait>" 
17^0  PLAy*^'*":PLAY=0 
1760  REM 

1780  REM  Thi-i  ii\    LOOP 

lElOD  PLAY^PLAY+1:REM  to  ne;;t  end  byte 
1920  READ  CMD$:REM  a  bunch  of  coMnisnds 
184  0  REM 
1860  TYPE*=CMD*;REM  use  the  coMwand  character 

1880  IF  type*='*r**  then  playscplay)=chr* t cmqr ) : gutq  exit 

LOOP 


1900 
1920 

1940 
1960 

1980 
2000 

202{) 
2040 
2060 
2080 
2100 
2120 
2140 
2150 
2160 
2180 
2200 
222  0 
2240 
2260 
2280 
2300 
2320 
2340 
2360 
2380 
2400 
2420 
2440 
2^60 
2-480 

2500 
2520 
2540 
2560 
2580 
260  0 
2620 
2640 
2660 
2680 
2700 
2720 
89  9  9 
9000 
9099 
9100 
9102 
9104 
9106 
9108 
9110 
9199 
9200 
9202 
9204 
9206 
9208 
9210 
9212 
921^ 
9216 
9218 
9299 
9300 
9302 
9304 
9306 
9308 
9310 
9312 
9314 
9316 
9318 
9400 
9402 
9404 
9406 
9408 
9^10 
9^12 
9414 
9^16 
9418 
9898 
9999 


:iNf>UT  TYPE$ 


IF  TYPE*="S'"  THEN  PLAY*  (  PLAY >=CHR*(CMDS>  tCOTC)  LOOP 

IF  TYPE$="N-  THEN  NUMUCS=1 : CMD=CMDN IGOSUE  DOCMDINU 

MyCS=DEC;GQTD  LOOP 

IF  TYPEf  =  "T"  THEN  CMD^CMDTy  :GDSIIB  DOCMD  I  GOTO  LOOP 

IF  TYPE$="E"  THEN  PLAY*(PLAY)=CHR*<CMDE ) t GOTO  EXIT 

LOOP 

REM  XXX  IF  TO  HERE,  ASSUME  DURATION  R    FREQ  xxx 

HX$=CMD*tGOSUE:  HEXDEC  ;CMD=DEC  :  REM  cohwand  is 

duration 

CMDS=CMD$C2)tftEM  to  fool  DOCMD 

G05UE:  DOCMDtGOTO  LOOP 

REM 

REM  e;;itloop 

REM 

REM  do  the  sound  playing 

REM 

PLAYITt^PLAy$:REM  else  we  alter  what  we  are  playing 

JLINK=USR<PLAYIT,  ADPJ PLAYIT* )  ) 

REM 

PRINT  -HIT  RETURN  FOR  NEXT  SOUND 

GOTO  AGAIN 

REM 

REM 

REM  xxxxxxxxxxxxxxxxxxxxxxxxxxxx 

REM  THE  SUBROUTINES 

REM 

REM  first,  DOCMD 

REM 

PLAY$CPLAY)=CHRS(GMD) IREH  The  coMnand  byte 

IF  NUMUCS^O  THEN  RETURN 

REM  we  process  NUMVCS  bytes 

FOR  1=2  TO  NUMyCS+NUMyCS  STEP  2 

HXt=^CMD$(I>:GOSUE  HEXDEC  J  REM  convert  the  byte 

PLAY=PLAY+i:PLAYt(PLAY)=CHRS(DEC):REM  and  stuff  it 
away 

NEXT  I 

RETURN 

REM 

REM  

REM  xxxxxxxxxxxxxxxxxxxxxxxxxxxx 

REM  and  now  HEXDEC 

REM 

DEC=0:REM  our  accumulator 

FOR  L=i  TO  LEN(HX$) 

DEC=0ECX16+ASC(HEX*(A8C(HX$(L> )-47) )-64 

NEXT  L 

RETURN 

REM  t.«a  siren-liKe  sound*., 

DATA  N01,TCF, 1408, 1412, R 

REM  *,*3  fanfare  of  sorts.,. 

DATA  S jN01,TA2,30F3 

DATA  N02,TA3A3,30F3C1 

DATA  N03,TA4A4A4,30F3C1A1 

DATA  N0^,TA5A5A5A5,60F3C1A17A 

DATA  TOO  000000 

DATA  NOO,C0,R 

REM  ...beepincj  off  the  seconds,** 

DATA  S,N01 

DATA  TAE,0130 

DATA  TAC,0130 

DATA  TAA,0130 

DATA  TAB, 0130 

DATA  TA6,0130 

DATA  TA4,0130 

DATA  TA2,0130 

DATA  100,3500 

DATA  R 

REM  ..♦choo-choo  ???  ,*, 

DATA  S,N01 

DATA  T0E,010E 

DATA  T0C*Oi0C 

DATA  TOAtOlOA 

DATA  T08,010B 

DATA  106,0106 

DATA  T0^,010^ 

DATA  102,0102 

DATA  100,0300 

DATA  R 

DATA  S,N01,TAC 

DATA  3051, 305B, 3044, 1S3C,1S2D, 3035 

DAT^i   -3C,  1820,3035,  30  44, 303C*  3051,3058 

DATA  K04.TACA4A4Aa 

DATA  30516Ce9A2,305E^7990E^6,30446C89A2 

DATA  183C4879E;<A.182D4879B6,3035485BD7 

DATA  183C4e79&6,  182D58B4F^6,3035445B89 

DATA  3044516CA2,38325179F3 

DATA  423C4B5BB6,50445B6C89 

DATA  S,NO0,FO,R 

REM  ♦..stop  and  end*.. to  quit...  — ^ 

DATA  S,E  © 


March,  1982  Issue  22 


COMPUTEI 


139 


PARTI 


Disk  Checkout 
For  2040, 4040, 
And  8050  Disks 


Jim  Butterfield 
Toronto.  Canada 


Editors  Note:  In  Pari  I  of  this  article  Jim  expUmis  disk 
manipulations  via  machine  language.  Next  month,  in 
Part  II,  he  concludes  with  a  machine  language  disk 
routine  and  a  program  that  can  analyze  the  condition  of 
files  and  blocks  on  the  disk.  —  RTM 

The  disk  doesn't  know  or  care  who's  giving  ii  in- 
structions: BASIC  or  Machine  Language.  All  that's 
needed  is  lo  send  or  receive  the  same  information 
as  BASIC  uses. 

For  all  input  and  output,  I  recommend  opening 
the  necessary  channels  from  BASIC.  It's  easier  and 
works  the  same  in  all  systems.  Machine  language 
may  then  take  over  and  use  the  previously  opened 
files  as  it  wishes,  connecting  and  disconnecting 
at  will. 

You'll  often  want  to  check  the  status  byte  ST. 
It's  located  at  hexadecimal  96  in  PET's  memory. 
It's  especially  important  for  checking  end-of-file 
on  sequential  records  and  end-of-record  on  relative 
records.  You  can  also  detect  IEEE  problems  heie, 
especially  timeouts. 

Let's  take  a  simple  example.  We  might  want  to 
do  a  Block  Read  of  a  gixen  track  and  sector  from 
disk  and  then  dump  part  of  the  contents  to  the 
screen.  To  make  our  example  easy,  we'll  display 
only  bytes  one  tlnough  eight.  Byte  zero  is  sometimes 
hard  to  get  on  early  disk  systems  due  to  a  bug  in 
the  Buffer- Pointer  routine;  we'll  sidestep  that 
question. 

The  BASIC  Program 

We're  planning  to  read  bytes  one  through  eight  of 
track  18,  sector  0.  That  might  be  the  BAM  (Block 
Availabilily  Map)  block,  but  perhaps  not:  these 
programs  will  also  work  on  8050  disks. 

We  must:  Open  the  Command  channel,  sec- 
ondary address  15;  Initialize  the  disk,  in  case  it's  a 


2040;  Open  a  direct  access  channel;  Cause  the 
block  read;  Set  the  Buffer  pointer;  and,  finally, 
read  the  channel.  At  the  finish  we  should  close  our 
channels.  Our  BASIC  program  would  read: 


100  OPEN  6,8,15 

110PRINT#6,**I0" 

12aOPEN2A3/*#" 

130  PRINT#6,**U1:";3;0;18;0 

140FRINT#6/'B-P:";3;1 

150  GET#2,X$ 

160  PRINT  ASC(X$  +  CHR$(0) 

170C  =  C+1 

180  IF C< 8  GOTO  150 

190CLOSE2:CLOSE6 


(Command  Channel) 
(Initialize) 
(Direct  Access 
channel) 
(Read  Block) 
(Set  Buffer  Pointer) 
(Get  a  byte) 
);  (Print  it) 
(Count  them) 
(Do  more?) 
(Quit) 


You  might  like  to  try  this  to  see  it  work.  If  you 
Hke,  change  the  buffer  pointer  (line  140),  the 
number  of  values  displayed  (line  180)  or  the  track 
and  sector  (line  130).  Now  let's  try  the  same  thing 
in  machine  language. 

The  BASIC  Driver 

It's  convenient  to  OPEN  from  BASIC,  so  we  type 
NEW  and  enter  the  following  BASIC  program 
which  will  set  things  up  for  Machine  Language: 

100  OPEN  6,8,15 
110PRINT#6,"I0" 

120  OPEN  2,8,3,"#" 
125  SYS  1200 
190CLOSE2:CLOSE6 

Don't  run  this  yet,  since  the  Machine  Language 
is  not  in  place. 

Planning  The  Machine  Language  Program 

We  want  to  send  exactly  the  same  stuff  as  was  sent 
by  BASIC,  to  the  same  logical  channels.  We  know 
that  the  ML  equivalent  of  PRINT#6...  is  LDX 
#$06,  JSR  $FFC9  „.  JSR  $FFCC.  Note  that  we  use 
the  logical  file  number,  6.  Similarly,  we  know  the 
equivalent  of  GET#2  is:  LDX  #$02,  JSR$FTC6, 
JSR  $FFE4,...  JSR  $FFCC.  So  we  can  code: 


LDX 

#$06 

JSR 

$FFC9 

(Open  channel  6) 

LDA 

#$55 

(Letter  U) 

JSR 

$FFD2 

(..print  it) 

LDA 

#$31 

(Digit  1) 

JSR 

$FFD2 

(..print  it) 

LDA 

#$3A 

(Colon) 

JSR 

$FFD2 

LDA 

#$20 

(Space) 

JSR 

$FFD2 

LDA 

#$33 

(Digit  3) 

JSR 

$FFD2 

LDA 

#$20 

(Space) 

JSR 

$FFD2 

LDA 

#$30 

(Digit  0) 

JSR 

$FFD2 

LDA 

#$20 

(Space) 

JSR 

$FFD2 

LDA 

#$31 

(Digit  I) 

JSR 

$FFD2 

LDA 

#$38 

(Digits) 

JSR 

$FFD2 

LDA 

#$20 

(Space) 

JSR 

$FFD2 

LDA 

#$30 

(Digit  0) 

JSR 

$FFD2 

LDA 

#$0D 

(Return) 

JSR 

$FFD2 

JSR 

$FFCC 

(End  transmission) 

Note  that  we  are  sending  exactly  what  BASIC 
sent  from  line  130.  Most  programmers  would 
quickly  realize  that  a  program  loop  would  save  a 
good  deal  of  memory  here.  In  Part  II  ol  this  article, 
we'll  rewTite  the  code  and  complete  it. 

Copyright  ©  I9SI  Jim  ButterpehL  © 


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March,  1982.  Issue  22 


COMPUTE! 


141 


Organizing 
Data  Storage 

John  Hudson 
Los  Angelea  CA 

There  are  many  storage  media  available  to  mini- 
computer users.  Minicomputer  users  with  a  disk 
unit  know  that  the  disk  unit  enhances  the  storage 
and  retrieval  powers  of  their  minicomputer.  One 
type  of  file  that  can  be  created  for  the  purposes  of 
storage  and  retrieval  is  a  text  file  (for  storage  of 
such  things  as  mailing  addresses,  telephone 
numbers,  receipts,  etc.), 

F'or  small  text  files,  the  time  involved  in  disk 
retrieval  and  storage  is  not  a  problem.  However, 
when  a  text  file  becomes  larger  than  2,000  records, 
the  retrieval  and  storage  of  information  can  become 
time  consuming. 

Large  text  files  can  be  organized  in  one  of  two 
ways:  sequentially,  and  randomly.  In  sequentially 
organized  text  files,  fields  are  stored  back  to  back, 
where  the  beginning  charactei'  of  a  new  field 
immediately  follows  the  return  character  ending 
the  previous  field.  Information  is  retrieved  in  a 
linear  fashion,  i.e.,  from  the  beginning  to  the  end 
of  the  file. 

Disk  Con  Also  Be  Slow 

When  a  text  file  does  not  require  much  updating 
or  ongoing  revision,  sequential  organization  of  the 
text  file  is  indicated.  However,  if  a  large  text  file  is 
ordered  sequentially,  and  there  is  need  for  frequent 
updating  or  revision  of  the  file,  or  frequent  re- 
trieving of  information  from  end  of  text  file,  a  di.sk 
unit  is  not  much  better  than  a  cassette  unit.  This 
accessing  of  information  at  end  of  file  may  take  a 
couple  of  minutes,  due  to  the  reading  and  verifica- 
tion of  each  record,  each  time. 

In  this  type  of  situation,  the  random  method 
of  text  file  organization  is  more  effective.  A 
random-access  text  file  is  like  a  collection  of  equally- 
sized  records;  the  records  may  be  full,  or  they  may 
be  empty,  but  the  length  of  each  record  in  a  random 
text  file  is  fixed.  Thus,  a  record  at  the  end  of  the 
file  can  be  accessed  at  approximately  the  same 
speed  as  records  in  any  other  location  in  the  file. 

Howevei*,  the  controlling  program  needs  to 
know  where  in  the  file  a  specific  record  is  located. 
Most  random  files  are  organized  by  'keying'  a  field 
within  the  record.  For  example,  a  mailing  address 
text  file  can  be  organized  by  last  names.  TThe  prob- 
lem when  using  a  random  text  file  keyed  to  a  specific 
field  in  the  record  is  collision.  Collision  is  when  two 


or  more  records  address  the  same  location  within 
the  text  file,  as,  for  example,  when  two  people  have 
the  same  last  name  (B.  JONES  and  J.  JONES). 

A  method  of  reducing  collision  is  called  hashing 
the  key  lield.  The  basic  idea  of  liashing,  or  hasli 
addressing,  is  that  eacli  stored  record  occurrence 
is  placed  in  the  text  file  at  a  location  w  hose  address 
may  be  computed  as  some  function  (the  hash  func- 
tion) of  a  value  w^hich  appears  in  the  occurrence  - 
usually  the  primary  key  value. 

One  of  the  disadvantages  of  hash-addressing 
is  that  the  sequence  of  stored  record  occurrences 
within  the  text  file  will  almost  certainly  not  be  the 
keyed  field  sequence.  In  addition,  there  may  be 
gaps  of  arbitrary  size  between  consecutive  occur- 
rences of  records. 

In  fact,  a  text  file  in  a  hash-addressing  organi- 
zation is  usually,  though  not  invariably,  considered 
to  have  no  particular  sequence. 

Using  Mod  To  Hosh 

The  following  is  an  example  of  a  hash  function: 
given  that  the  number  of  unique  records  is  1,000; 
the  *'mod"  arithmetic  function  can  be  used  to  assign 
unique  address  locations.  The  mod  function  divides 
one  number  by  another  and  returns  the  remainder. 
The  mod  parameter  used  in  this  function  should 
be  the  prime  number  closest  to  the  number  of  the 
records  in  the  text  file  (see  Table  1  for  prime 
numbers).  For  this  example,  the  clo.sest  prime 
number  is  997.  (Note:  if  the  key  field  is  alphabetic, 
it  should  be  converted  to  numeric.)  The  function 
will  be  (key  field)  MOD  997.  The  hash  function 
thus  minimizes  collision. 

There  are  text  files,  such  as  a  monthly  inven- 
tory file,  that  require  multiple  entries  of  the  same 
record  over  a  period  of  time.  Inventory  may  be 
taken  at  the  end  of  each  week,  and  the  quantity 
stored  into  a  text  file.  This  presents  a  different 
type  of  collision  problem  -  same  record  hash  to 
same  location  in  text  file. 

In  the  case  where  hashing  records  into  a  text 
file  still  causes  collision,  the  controlling  program 
needs  to  be  able  to  insert  the  colliding  record  into 
another  k)cation  and,  wlien  it  goes  to  retrieve  this 
record,  it  needs  to  know  where  it  is  located.  A 
solution  to  this  problem  is  to  link  the  records  in  the 
text  file.  From  the  previous  example,  you  have 
1,000  unique  records;  in  addition,  each  record  is 
entered  more  than  once. 

A  link  field  (LF)  can  be  added  U)  the  end  of 
each  record  to  allow  the  linking  of  records.  For 
example: 


RECORD 


LINK 
FIELD 


This  LF  is  used  to  point  to  successive  entries  of  the 


142 


COMPUTEI 


MarcM 982.  issue  22 


same  type  of  record,  and  contains  the  address 
locations  of  the  successive  record  entries.  The  first 
record,  Al,  hashed  into  the  text  file  at  location  100 
has  *0'  in  the  link  field. 


TEXT 

LOCATION 


LF 


100 


RECORD  A  1 


When  the  controlling  program  tries  to  hash 
another  record,  A2,  into  record  location  100,  it 
notes  that  there  already  exists  a  record  at  that 
location,  and  inserts  the  new  record,  A2,  at  another 
text  address.  It  changes  the  LF  of  the  recoi  d  A 1 
from  0  to  the  next  text  address  of  record  A2  (in 
this  case,  1972),  insei  ts  0  into  the  LF  of  record  A2, 
and  the  results  are  as  follows: 

TEXT 
LOCATION 


100 


1972 


RECORD  A 1 


1972 


RECORD  A2 


Thus,  in  this  example,  record  Al  points  to 
record  A2,  However,  a  pri3blem  arises  with  this 
type  of  organization:  how  to  set  up  the  text  file? 
The  text  file  can  be  organized  witli  1,000  unique 
hashing  locations,  occupying  text  address  locations 
1-1000.  Any  additions  to  a  unique  recoid  can  be 
located  at  text  address  locations  1001-3000. 


1000 
1001 


3000 


UNIQUE  RECORDS 


ADDITIONAL  SPACE 


TEXT  FILE 
ORGANIZATION 


This  type  of  text  file  organization  needs  to  be 
initialized,  since  the  Apple  system  does  not  allow 
reading  of  a  text  file  that  does  not  contain  records, 
and  will  pi  odtice  an  'TND  OF  DATA"  error 
message.  An  example  of  an  initialization  routine 
follows: 

5   D$="" 

10  DLOC  =  66:DDTE  =  9999:DBS=l:DSN  =  2:DLP 
=  333:DTRK  =  444:DC  AST  =  555;DLINK  =  8888 

1 1  PRINT  D$;  "OPEN  RECORD,L29" 
20  1  =  2001 

30   PRINT  D$;  **WRITE  RECORD,R0" 
40  PRINT  I:  PRINT  DDTE:  PRINT  DBS:  PRINT 
DSN:  PRINT  DLP:  PRINT  DTRK:  PRINT 
DCAST:  PRINT  DLOC: 


1001   FORJ  =  l  TO  4200 

1006  PRINT  D$;  "WRITE  RECORD,R";J 

1007  PRINT  DLOC:  PRINT  DDTE:  PRINT  DBS: 
PRINT  DSN:  PRINT  DLP:  PRINT  DTRK: 
PRINT  DCAST:  PRINT  DLINK: 

1009  NEXT  J 

1010  PRINT  D$;"CLOSE  RECORD" 
1013  END 

This  routine  initializes  enough  space  for  L200 
records  of  length  29.  It  writes  into  every  record  a 
set  of  dummy  values. 

When  you  wish  to  insert  a  record  into  the 
main  text  area,  the  controlling  program  will  read 
the  text  address  and  check  a  specific  field  for  9999, 
(DDTE).  If  it  finds  9999,  the  controlling  program  ' 
can  insert  the  record  into  the  read  text  location.  If 
it  d(>es  not,  then  it  will  insert  the  record  into  the 
additional  text  area.  After  inserdng  the  record,  the 
LF  of  the  main  record  is  updated  to  point  to  the 
location  of  the  additional  record(s). 

A  method  of  keepinng  track  of  available  space 
in  the  additional  text  area  is  to  stoi  e  this  address 
location  and  length  of  records  into  address  location 
0  of  the  text  file.  After  each  "additional  text  area" 
insertion,  the  available  address  is  incicmented.  At 
the  start,  the  controlling  program  will  read  this 
information,  update  it  as  needed,  and,  upon  com- 
pletion of  the  program,  will  rewrite  the  record  0 
with  the  new  address  location. 

The  following  is  an  example  of  a  program 
using  the  link  organization  of  a  text  field: 

Line  70  reads  text  location  0  to  determine  the 
next  available  additional  space,  which  is  indi- 
cated by  the  variable  '1  REESPACE;' 
Lines  120  through  140  determine  the  location 
where  the  new  record  will  be  inserted.  Note 
that  this  is  not  a  hashing  function. 
Line  190  checks  to  see  if  the  text  field  location 
DDTE  has  the  dummv  value  of  9999,  or  if  ii  is 
filled. 

Lines  191  through  200  insert  the  new  record 
into  the  unique  text  space. 

Lines  212  through  214  traverse  the  link  lists  to 
get  to  the  last  record  in  the  link. 

Lines  220  through  260  update  the  last  record 
in  the  link,  and  insert  the  new  record  into  the 
additional  text  space  area. 

Lines  280  through  290  update  record  0  when 
the  program  is  completed. 


2 

3 

5 

7 

11 

13 

17 

19 

23 

29 

51 

37 

41 

43 

47 

53 

59 

61 

67 

71 

73 

79 

83 

89 

97 

101 

103 

107 

109 

113 

127 

131 

March,  1982  Jssue  22 

137 

139 

149 

151 

157 

163 

167 

173 

179 

181 

191 

193 

197 

199 

211 

223 

227 

229 

233 

239 

241 

251 

257 

263 

269 

271 

277 

281 

283 

293 

307 

311 

313 

317 

331 

337 

347 

349 

353 

359 

367 

373 

379 

383 

389 

397 

401 

409 

419 

421 

431 

433 

439 

443 

449 

457 

461 

463 

467 

479 

487 

491 

499 

503 

509 

521 

523 

541 

547 

557 

563 

569 

571 

577 

587 

593 

599 

601 

607 

613 

617 

619 

631 

641 

643 

647 

653 

659 

661 

673 

677 

683 

691 

701 

709 

719 

727 

733 

739 

743 

751 

757 

761 

769 

773 

787 

797 

809 

811 

821 

823 

827 

829 

839 

853 

857 

859 

863 

877 

881 

883 

887 

907 

911 

919 

929 

937 

941 

947 

953 

967 

971 

977 

983 

991 

997 

1009 

1013 

1019 

1021 

10 

11 
15 

16 

17 
20 

30 


40 
50 
6  0 
70 


INPUT  "PLEASE  ENTER  STORE 
NUMBER  ",  SN 

CALL  -  936:  FOR  X  =  1  TO  9 
:  CALL  -  922:  NEXT  X 
PRINT: PRINT"      I  N  S  E  R 

T  DISK  ";SN 
FOR  X=l  TO  3000:  NEXT  X 
CALL  -936 

INPUT  "PLEASE  ENTER  DATE  . 
.  MMDD  ..  ",DTE 
INPUT  •'PLEASE  ENTER  PURCHA 

SELL  1  =  PURCHASE  .. 

SELLS  ",BS 


71 
80 

90 
100 


SE  OR 
2  =  " 
D$  =  "" 

PRINT 

PRINT 

INPUT 

E:  IN 

INPUT 

INPUT 

IF 

TO 


D$;"OPEN  RECORD, L29" 

D$;"READ  RECORD, RO" 
FREESPACE:  INPUT  DDT 
PUT  DBS:  INPUT  DSN : 
"     DLP:  INPUT  DTRK 
DCAST:  INPUT  DLINK 

FREESPACE>=5000  THEN  GO 

320 


110 

120 
130 
140 
150 
160 

170 


PRINT  D$;  "CLOSE  RECORD*' 
INPUT  "PLEASE  ENTER  RECOR 
D  CODE, LPS, TRK8S,CASETTES 
" ,LOC, LP,TRK,CAST 
IF  LOC=9999  THEN  GOTO  270 
LOCA=LOC/100 
LOG A=  LOG- LOG A* 100 
LOG=LOC/100;LINK=0 
PRINT  D$;"OPEN  RECORD, L29" 
PRINT  D$;"READ  RECORDER"; 
LOC 

INPUT  DLOCA:  INPUT  DDTE: 
INPUT  ~  DBS:  INPUT  DSN: 
INPUT  DLP:  INPUT  DTRK 


COMPUTEI 


171 
190 

191 
200 


210 
212 

213 
214 
220 
225 

230 


240 

250 


143 


INPUT  DCAST:  INPUT  DLINK 

IF  DDTE#9999  THEN  GOTO  212 

PRINT  D$; "WRITE  RECORDER" ; LOG 

PRINT  LOCA:  PRINT  DTE:  PRINT  BS 

:  PRINT  SN:  PRINT  LP:  PRIN 

T  TRK:  PRINT  CAST:  PRINT  L 

INK 

GOTO  90 

IF  DLINK=0  THEN  GOTO  220:LOC=DL 

INK 

PRINT  D$;"READ  RECORD , R" ; DLINK 

GOTO  170 

PRINT  D$; "WRITE  RECORDER" ; LOC 

DLINK=FREESPACE 

PRINT  DLOCA:  PRINT  DDTE:  PRINT 

DBS:  PRINT  DSN:  PRINT  DLP: 

PRINT  DTRK:  PRINT  DCAST: 
PRINT  DLINK 
FREESPACE=FREESPACE+1 
PRINT  D$; "WRITE  RECORDER" ; DLINK 


260  GOTO  200 

270  PRINT  D$; "WRITE  RECORD, RO" 

280  PRINT  FREESPACE:  PRINT  DDTE:  PR 
INT  DBS;  PRINT  DSN:  PRINT 
DLP:  PRINT  DTRK:  PRINT  DGA 
ST:  PRINT  DLOCA 

290  PRINT  D$; "CLOSE  RECORD" 

300  INPUT   "DO  YOU  WISH  TO  CONTINUE 
Y/N  "  K$ 

310  IF*K$="Y''  THEN  GOTO  10 

3  20  END 


Software  Breakthrough! 


THE  WORD  HANDLER 

BY  SILICON  VALLEY 

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»  Two  character  formats  to  choose  from  at  all  timesl 

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Simplicity  of 
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All  functions  seen  on  the  screen! 


•  Lower  and  uppper  case 

underlining 

•  Superscript,  bold,  and 
unlimited  tabs 

•  Proportional  spacing 


Even  and  normal  justification 
Other  functions  seen  on 
turnkey  systems  in  the 
$13-$20,000  range 

DEALER  INQUIRIES  INVITED 
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(415)  593-4344 


144 


COMPUTil 


March.  1982  Issue  22 


Machine 
Language 
Sort  Utility 

Ronald  and  Lynn  Marcuse 
Freehald,  NJ 


There  have  been  occasional  articles  in  the  various 
personal  computer  magazines  concerning  the 
sorting  oi  dala  files.  Some  of  these  have  presented 
sort  routines  coded  in  BASIC  that  can  be  utilized 
by  existing  programs,  Fhe  complex  string  handling 
required  by  the  sort  logic  is  not  really  suitable  for 
BASIC'S  rather  slow  execution  speed.  Clearly,  any 
type  of  repetitive  string  manipulations  (as  per- 
formed by  sorting  or  searching  lunctions)  would 
benefit  From  machine  language  code,  if  you  con- 
tinue reading  you  will  find  out  how  much  taster  it 
really  is. 

Before  we  get  into  the  programs  themselves,  it 
would  probably  be  beneficial  to  include  some  back- 
ground information.  I  he  verb, sort  is  defined:  ^'lo 
put  in  a  certain  place  or  rank  according  to  kind, 
class  or  natiue;  to  arrange  according  to  character- 
istics." I  his  comes  pretty  close  to  what  we  sometimes 
want  to  do  with  the  data  w^e  store  in  our  computers 
and  files;  put  it  in  some  kind  of  order.  Once  we 
have  arranged  it  we  can  search  it  c| nicker  (imagine 
a  disorganized  phone  book),  list  it  in  a  more  read- 
able format,  or  even  match  it  to  other  files  diat 
have  been  sorted  the  same  way. 

The  Main  Questions 

First  we  must  decide  where  will  we  do  the  actual 
sorting.  All  of  us  have  arranged  things  on  a  desk  or 
table.  Our  sort  area  is,  therefore,  the  desk  or  table 
that  we  used.  In  a  computer  system  we  have  a 
choice  of  irsing  the  memory  within  the  machine 
(internal)  or  our  disk  drive  (external).  There  are 
problems  with  both  of  these.  Computer  memory  is 
limited  in  size  and  this,  in  turn,  will  limit  the  nimiber 
of  records  that  can  be  read  in.  The  disk  drive  may 
be  able  to  hold  more  data,  but  the  speed  of  the 
device  is  snail-like  when  compared  to  memory.  We 
could  use  both:  divide  the  file  up  into  smaller 
chunks  W'hich  can  be  sorted  in  memory*  store  these 
on  disk  as  temporary  files,  and  then  merge  all  of 
them  together.  This  process  is  usually  referred  to 
as  "sub-listing"  or  "sort-merge." 

The  next  question  involves  the  type  of  sort 
logic  (there  are  many  ways  of  putting  things  in 


order).  The  algorithm  used  here  is  called  a  hubhle 
sort.  The  file  or  list  is  examined  two  records  at  a 
time.  If  the  second  has  a  lower  sort  key  than  the 
first,  the  two  will  exchange  places  within  the  file. 
Why  then,  you  ask,  is  it  called  a  bubble  sort.  Because 
records  appear  to  "bubble'  upward  in  memory  (I 
didn't  coin  the  phrase  so  don't  blame  me).  Although 
this  is  not  a  very  exotic  methodology,  it  does  offer 
several  advantages.  It  requires  no  other  memory 
allocations  for  sorting  and  is  fast  if  the  file  is  not 
too  disorganized.  It  will  also  not  disturb  the  relative 
positioning  of  records  that  have  equal  sort  keys. 

There  are  numerous  other  types  of  sort  algo- 
rithms. A  selection  sort  would  go  through  a  list  of 
(n)  items  (n-1)  times,  pulling  out  the  next  lowest 
record  and  adding  it  to  the  current  end  of  a  new 
list.  This  would  need  double  the  memory,  though. 
A  selection  and  exchange  would  perform  a  similar 
function  within  the  main  sort  area,  selecting  the 
low^est  element  during  each  pass,  moving  it  upward 
in  the  list  to  be  exchanged  with  the  element  occu- 
pying its  new  position  .  This  method  tends  to  upset 
the  existing  relative  positioning.  Other  types  involve 
binary  tree  searches  and  more  complex  algorithms. 

Why  Machine  Language 

The  choice  of  language  is,  as  stated  above,  rather 
clear.  Unless  you  have  a  lot  of  dme  to  kill,  your  sort 
must  be  in  executable  object  code  (machine  lan- 
guage). When  you're  doing  several  hundred  thou- 
sand (or  million  ?)  character  compai  isons  and 
swaps,  you  don't  have  time  to  pull  out  a  "BASIC 
dictionary'*  for  each  line  in  the  program  (this,  in 
essence,  is  what  the  BASIC  does). 

Here  are  some  representative  execution  times, 
based  on  some  testing  we  did  last  winter,  Ihe 
speeds  are  approximate  and  do  not  include  disk 
input/output  time.  The  test  file  consisted  of  200 
records,  each  75  characters  in  length.  The  sort  key 
occupied  ten  positions: 

BASIC  selection/exchange  sort  (in  memory)  — 
8  minutes 

BASIC  bubble  sort  (in  memory)  -  12  minutes 

BASIC  selection  sort  (on  disk)  -  2  HOURS 
plus  (hit  BREAK  kev) 

Machine  Language  bubble  (memor\ )  -  3 
seconds 

The  sort  program  was  developed  with  flexi- 
bility in  mind.  It  will  sort  fixed  length  records  up 
150  bytes  in  size.  Ihe  sort  key  itself  may  be  located 
anyw^here  in  the  record  and  can  be  any  length  (up 
to  the  size  of  the  record).  It  will  sort  in  either 
ascending  or  descending  order.  The  records  them- 
selves must  be  comprised  of  ASCII  (A TASCUI) 
characters.  While  in  memory,  they  need  not  l>e 
terminated  bv  end-of-line  ($9B)  characters. 


at 

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BASIC  A+ 

BASIC  A-r  will  rate  an  A+  from  any  Atari  user!  Upward  compatible 
with  Atari  Basic,  it  adds  statements  and  features  that  enhance  the  Atari 
800's  real  power,  flexibility,  and  ease  of  use:  Superior  I/O  features 
for  business  and  other  applications.  Additional  file  manipulation 
commands.  Significant  help  in  program  development  and  debug. 
Structured  programming  aids.  And  MORE[  A  partial  list  of  the  en- 
hancements of  BASIC  A-r  includes: 

RPUT/RGET  (record  I/O)  BPUT/BGET  (binary  I/O)  ERASE 

PRINT  USING  SET  TAB  INPUr'..."  DIR  PROTECT  RENAME 

TRACE  WHILE,. .ENDWHILE  IF...ELSE...ENDIF 

SUPERB  PLAYER/MISSILE  GRAPHICS 

BASIC  A+  requires  a  disk  and  32K  bytes  of  RAM.  Since  no  cartridge  is 

used,  BASIC  A+  wlH  take  advantage  of  all  the  RAM  (48K  bytes)  in  a 

maximum  Atari  800  system  (recommended) ...,..,,  $80 

OS/A+ 

Completely  compatible  with  Atari's  DOS  (version  2),  but  with  an 

advanced,  command-driven  console  processor.  Simple.  Flexible. 

Powerful.  With  an  easy-to-use  BATCH  capability.  OS.'A^  INCLUDES 

ail  the  following  utilities  (and  more): 
EASMD  (Editor/ASseMbler/Debug)  is  our  upgraded  alhln-one 
assembly  language  development  package  for  the  6502  micropro- 
cessor. The  editor  —  with  such  features  as  FIND  and  REPLACE  — 
can  even  edit  BASIC  A+  programs.  The  assembler  can  include 
multiple  source  files  in  a  single  assembly. 

DUPDSK  and  FORMAT  create  master  or  slave  disks.  Make  sector  by 
sector  copies  of  any  OS/A+  disk. 
COPY  a  simple,  single  file  copy  utility. 
All  of  this  power  is  included  in  our  OS.'A^  package .880 

For  the  utmost  in  capability  and  flexibility,  our  combination  system 
—  BASIC  A-  and  OS./A+  —  is  available $150 

SOFTWARE  IN  A  CLASS  BY  ITSELF 
AVAIUBLE  NOW  THROUGH  LOCAL  DEALERS 


Optimized  Systems  Software,  Inc. 

10379      Lansdale  Ave.,  Cupertino,  CA  95014 

(408)  446-3099 


146 


COMPUTEI 


March,  1962  Issue  22 


The  nominal  limit  of  150  characters  is  imposed 
bv  a  possible  bug  in  ATARFs  DOS  II.  The  second 
half  of  page  five  (memory  addresses  058()-05FF 
Hex,  1408-1535  Decimal)  appears  to  be  utilized  as 
an  internal  I/O  buffer.  When  more  than  128  bytes 
are  input,  the  excess  witids  up  on  page  six.  The 
sort  program  also  resides  in  the  safe  (?)  user  area 
of  page  six  (beginning  at  $(Hi20  or  1 568).  There  is 
a  physical  law  tliat  states:  two  things  cannot  occupy 
the  same  place  at  the  same  time.  This  also  holds 
true  in  computer  memory.  The  program  has  been 
pushed  as  far  into  page  six  as  it  can  go  (there  is 
data  stored  behind  it). 

Using  The  Sort 

In  order  to  use  the  sort,  you  must  feed  it  certain 
parameters.  The  record  length  must  be  FOKEd 
into  location  205  (SOOCD).  The  sort  type  (0- 
Ascending,  FDescending)  would  be  POKFd  into 
206  ($OOCE).  The  starting  and  etiding  positions  of 
the  sort  kev  will  also  have  to  be  POKEd  into  locations 
203  (SOOCB)  and  204  ($OOCC).  The  program  is 
expecting  to  see  the  offset  of  the  sort  key.  The 
offset  is  the  number  of  positions  in  front  of  that 
byte.  For  example;  the  first  position  of  a  record  has 
a  0  offset,  the  second  has  an  offset  oil,  and  the 
100th  has  an  offset  of  99.  The  USeR  function  that 
calls  the  sort  will  also  pass  the  addicss  of  the  string 
containing  the  file  and  the  recoicl  count.  For  those 
who  are  a  little  unsure  of  what  this  is  all  about, 
there  are  a  few  examples  coming  up. 

Now  that  you  have  a  routine  that  w  ill  sort  vour 
data  faster  than  yoti  can  say  Rumplestilskin,  how 
do  you  use  it?  Hete  are  several  suggestions.  I  he 
best  method  is  to  link  through  our  sort/file  krader 
in  Program  3.  \'oiu'  existing  program  that  is  pro- 
cessing the  data  file  is  probably  much,  much  longer 
than  the  short  loader.  The  main  advantage  of 
using  a  small  program  is  that  you  wind  up  with 
moi  e  free  memory.  And,  since  memory  is  our  sort 
area,  the  more  that  is  free,  the  hnger  the  file.  11 
you  don't  type  the  REMark  statements,  you'll  have 
even  a  larger  sort  area.  The  disk  file  must  be  fixed 
length  records  terminated  by  end-ot-line  charac- 
ters. Yoitr  existing  processing  program  must  con- 
lain  the  POKEs  mentioned  above.  It  may  look 
so  me  tiling  like  this: 

POKE  203,SKEYA-1:POKE  204,SKEYB-1:POKE  205, 
RECLEN:POKE  206,0  (for  Ascending). 

The  call  to  the  loader  vvould  be  a  RL'N  "D: 
SORTLOAD"  (give  the  loader  this  file  name  when 
vou  save  it).  The  sort/file  loader  must  have  your 
file  name  in  the  variable  F$  and  yotu'  program 
name  in  P$.  11  your  processing  piogram  liandles 
several  files,  you  can  also  pass  the  file  name  by 
using  the  following  statements.  First,  your  pro- 
gram: 


FORI  =  0TO14:POKE  1776  +  I,32:NEXT  I 
FOR  I  =  0  TO  LEN(F$):POKE  1776  +  I,ASC(F$(I,I)): 
NEXT  I 

Note:  F$  is  your  file's  name. 

The  sortyfile  loader  will  require  the  following  lines 
to  be  added: 

70  FOR  I  =  0  TO  14:F$(I,I)  =  CHR$(PEEK(  1776  +  1)): 

NEXT  I 
80  IF  F$(  1 ,2) <> "D:"  THEN  ?  *'ERROR":END 

If  your  processing  program  or  file  is  small, 
you  may  do  ail  of  the  abo\  e  from  witliin  your  pro- 
gram. Besides  the  same  POKEs  as  above  (you 
wouldn  t  need  the  file  name,  f)f  course),  you  will 
need  the  follow  ing  line  added  to  your  program: 

IF  RC>  1  THEN  A  =  USR(1568,ADR(X$),RC) 

(RC^  is  the  number  of  records  stored  in  die  string 
X$.)  Substitme  your  names  where  applicable. 

Program  4  is  a  sort/merge  utility  diat  uses  the 
same  sort  routine.  This  will  give  you  the  abilitv  to 
handle  much  larger  files.  With  a  40  or  48 K  machine 
you  will  be  able  to  sort  files  that  are  b{),()0()  bytes 
long  (If  the  record  length  is  60  characters,  that  will 
translate  to  1,000  records).  This  particular  version 
divides  the  file  into  two  manageable  sub-files,  sorts 
each,  and  then  merges  them.  Be  careful  with  your 
disk  space;  die  temporary  file  will  need  room  also. 
If  you  have  more  than  one  drive,  you  can  modifv 
the  program  to  split  it  three  or  more 
wavs  and  soit  even  more  i ecords.  For  example,  put 
the  temporaries  on  drive  2  and  the  new  file  on 
drive  3.  Who  said  micros  can't  handle  larger  files? 

Your  Options 

The  sort7merge  program  is  a  stand-alone.  By  swa|j» 
ping  the  front  end  with  the  sort  loader  (Program 
3),  yoti  can  do  a  sort/merge  fi  om  a  call  (RU\  "D: 
SORTMER(i")  in  your  existing  software. 

Now  that  you  know  how  to  feed  the  sort  its 
required  parameters  and  call  it,  you  must  still  get  it 
into  memory.  Once  again,  you  have  several  options. 
If  you  have  the  Assembler/Ediu)r  cartridge  (or  a 
sitiiilar  assembler),  the  source  appears  in  Program 
1 .  Please  feel  free  to  modifv  it  if  voti  so  desire.  If 
vou're  limited  to  BASICS  Program  2  will  load  the 
macliine  language  code  when  it  is  run.  ,\fter  doing 
either  oftlie.se,  you  shotild  go  directlv  to  DOS 
(DOS  II  only)  and  do  a  binary  save  (option  K)  with 
the  following  parameters: 

D1:AUTORUN.SYS,0620,069D 

Saving  the  code  as  AUTORUN.SYS  will  enable  the 
program  to  atito-boot  w hen  you  pow er  up  w ith  the 
disk  (You  miLst  power  up  with  that  disk).  Do  nol 
append  an  I  NIT  or  RUN  address  to  the  file  unless 
you  want  the  machine  to  lock  up  every  time  you 
turn  it  on. 


> —  45i  Sranite  Ave.  ^  Monrovii  , 
PRESEKTB  SOFTWARE  FOR 
and    th»    X  <i>K      EX 


COMF^-LJT"  I  ivlQ       < 

Calj+ornia,  zip-  91§16  U.S.A.  ---< 
THE  ^-r^Ftl  OlZlfZf 
EIINIDED       BASXO 


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film  m 


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48K  RAM  BOARD  FOR  THE  400 

•  Increases  memory  capacity 

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ATARI,  400,  800  are  Trademarks  of  ATARI,  Inc. 


PAYROLL  SOFTWARE 


ATARI 


THE  ATARI  800* 


The  MILES  PAYROLL  SYSTEMS  is  the  fifst  o!  a  series  ot  business  software  lor  Ihe 
Atari  800V  Atari*  graphics  and  sound  have  been  greatiy  utilized  and  a  detailed  and 
comprehensive  manual  leads  the  user  step  bv  step  enabling  a  person  with  tittle  ex- 
perience to  easily  operate  the  entire  software  package, 

•Randon  access  tile  organizafion  lor  fast  updating  of  individual  records 
•Allows  weekly,  biweekly,  semi-momhiy,  monthly,  quariedy.  semi-annual,  or  misc. 
payroll  periods 

•Calculates  and  prints  payroll  checks  aulomatically 

•Monthly,  quarterly,  and  yearly  cumulative  totals  maintained  for  each  employee 
•User-defined  workman's  compensation  classifications 
•Complete  reporting,  including  W-2  at  end  ot  year 
•User-defined  earnings  and  deductions  at  end  at  year 
•Automatic  data  error  detection 
•Packaged  in  a  liandsome  three  ring  binder  with  diskettes  and  manual 


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To  order,  or  for  more  information: 

,    .  MILES  COMPUTING 

lies       8941  OwenSfTiouth  Ave    ''202 
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(213)  700-1166 


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=Miles  Compulinq  and  Miles  PayroH  System  are  trademarks  of  ft^iles  Compuimg,  Canoga 

ParK,  Calilorma    Not  altihaied  with  Atari.  Inc 


cainpjTEH 

Calligraphy? 

Well,  not  really!  But  with  FONTEDIT  you  can  design  your  own 
cfiaracter  sets  for  tfie  ATARI.  You  can  create  special  grapfiic  sym- 
bols for  use  in  games,  or  even  rnake  a  Russian  alphabet.  After  you 
design  a  new  set  of  characters,  save  them  on  disk  or  tape  for  later 
use.  We  provide  a  subroutine  that  you  can  use  in  your  own  prog- 
ranr)s  to  load  a  custom  character  set. 

FONTEDIT  is  very  easy  to  use:  you  use  a  joystick  to  design  a 
large  copy  of  the  new  character  as  you  individually  control  whether 
each  of  the  64  dots  that  make-up  a  character  are  on  or  off.  A  menu 
of  FONTEDIT  commands  on  the  screen  shows  you  how  to  control 
this  powerful  yet  simple-to-use  character  editor.  The  56-page 
User's  Guide  provides  clear,  easy-to-understand  instructions  for 
FONTEDIT,  There  is  also  a  detailed,  line-by-line  description  that 
explains  exactly  how  FONTEDIT  works. 

In  addition  to  the  FONTEDIT  program,  our  IRIDIS  #2  package 
includes  three  custom  character  sets,  a  routine  to  load  the  cstom 
characters  for  use  in  your  own  programs,  and  a  program  that 
shows  the  use  of  custom-designed  graphic  characters.  IRIDIS  #  2 
is  an  exceptional  value:  only  $17.95  for  the  cassette,  (requires 
1 6K)  or  $20.95  for  disk  {requires  24K).  California  residents  add  67o 
tax.  VISA  and  MASTERCARD  welcome. 


theCODE  ^°^^^^ 

WLWVnO     805-683-1585 


ATAR]  IS  a  registered  trademark  of  Atan.  Inc 


148 


COMPUTEl 


March.  1962  Issue  22 


Program  1. 

}     RON  MhRCU^SE.    freehold  Hj       11/29/81 

;  CALLED  FROM  BASIC  WITH^ 

i  A=1JSR(  i  568 ..  ftDR(  K$  > ..  RC  > 

)     HCiTE^  y*  IS  THE  STRING  THAT  C0NTAIM5 

THE  FILE 

;  RC  IS  THE  NUMBER  IJF  RECORDS 

} 

;  THE  FOLLOHINi:  ARE  POKED  BY  BASIC  PROG 
RAM  = 


S3  -  BEGINNINi:  OF  SORT  KCy  (DECIM 


AL-  203) 


04> 
) 


SE  -  EhC  OF  SORT  KEY  (DECIMAL  -  2 
SI  -  RECORD  LENGTH  (DECIMAL  -  285 
TYPE  -  ASCENDING  (O)     \M  DESCEHDI 
(CECIMhL  -  Wtr-} 


}   THE  ROUTINE  l-iILL  LOOP  TrfiiUGH  "FILE"  S 

tJAF'PING  UHSORTED 

;   ADJUIHIHG  rCMBERS  UNTIL  THE   "SWAP  FLAG 

"  HAS  NOT  BEEN  SET 

.:   IH  A  GIUEN  PASS.   THE  ZERO  PAGE  ADDRESS 

ES   "FST"  AtCi   "SEC" 

.:   FiJINT  AT  T^£   imiUIDUAL  fEMBERS  BEING 

COfFARhLi.   THt  Y 

;   F£GISTER   IS  USED  AS  AN  HSEX  POINTER  F 

OR  TESTING  OR 

.;  MOUIHG  BYTES  MITHIN  THE  TWO  RECORDS. 


$=      $6620      START  AT  P-AGE  6 

.• 

MEMBER  n  ADDRESS  (LSB.MSB) 

FST 

•*D4 

; 

MEMBER  (n+D  ADDRESS  (LSB-.tlSB) 

SEC 

$06 

.' 

EftSE  ADDRESS  OF  LIST  (LSB.-MSB::- 

BASE 

$D8 

'} 

FIRST  PCGITION  OF  SORT  KEY 

•I' -I' 

$CB 

.' 

LAST  POSITION  OF  SOFlT  f-EY 

SE 

ICC 

Rl 

•$CD          ELEt€NT  LENGTH 

SWAP 

IDA          Sl-iAP  SWITCH 

} 

NUMBER  OF  ELEf-EHTS  aSB.MSB) 

RC 

$D£i 

} 

RECORD  COUNTER  (MSB..    K  REG  IS  LSB> 

CKTH 

$CF 

} 

SORT  TYPE..   0-A3C     1-OES 

TYF-E 

$CE 

F-OF'  #  OF  AF^SUnEHTS  FROM  STACK 
FIA 

FlH 

ST A     BASE+1     SET  Bft5E  AC0RES3 

FtA 

STA     Bh:SE 

FIA 

STA     RC+l        SET  aEMENT  COUNT 

PLA 

STA    RC 


.:         STAF:T  EAC:H  PASS  ThfJJUGH  FILE 
BEGIN  LDA     tlOy 

STA     SWAP        SET  Sl'JAP  TO  8 

STA     DTTH        SET  HIGH  CCiJNT  TO  O 
.:         SET  'A  F£gISTER  TO  1  (LOW  CCaiNT-' 

LDX     #$01 
;         SET  FTJINTER  (n)  TO  BASE 

LDA     BhSl 

STA     SEC 

LDA     BftSE+l 

STA     SEC+1 

CWT     CLC 

LDA     ;BEC 
STA     FST 

ad:    RL 

STA  SEC 

LDh  SEC+1 

STA  FST+1 

aUc  #$63 

STA  SEC+1 

;         ASCII  STRim:  COrPARISON 

LDY  SS 

ASCENDING  OR  DESCENDING? 
mV     LDA     TYF-E 

EEQ     Ai:C  SORT   IS  ASCEHDINi: 

LDA     (SEC:nY  TYPE  =  DESCEf^DItC 

J         COMPARE  ADJOINW:  rEMBEF'S 
CTP     (FSTJ'.-Y 
BCC    BAiJK        (nxKn+l;' 
BEQ     ICR        (riMn+r;-  TRY  AGAIN 
ECS     FLIP        (riX(n+l> 


RtSEi   FiJINTERS- 
(n)  to  (n+D 

(rH-l)  to  (ri+2;' 


ftSC      LDA 

(SEC) 

,'i  TYF-E  =  ASCENDING 

;         COMF-ARE  AD.JOINIM:  MEIBERS 

crF- 

(FST) 

,'i 

BCC 

FLIP 

(n»(n+l) 

BEQ 

ICR 

(n:>=(r.+l?  TRY  AGAIN 

ECS 

WM 

(rix(n+r;' 

INCR     IKY 

ADD  1  TO  POINTER 

CPY 

SE 

BID  OF  SORT  KEY? 

BEQ 

COf-IP 

HJ 

BCS 

BACK 

\tZ,   lEKT  ELEMB-rr 

March,  1982.  Issue  22 


COMPUTEI 


«9 


FLIP 


fWE 


BACK 


TEST 


Bcc  cor-p 

Sm?  ELEMEt^S 

IDA  «$ei 

STA  StiAP 

LO"i'  RL 

DEY 

LDA  <SEC>/.' 

LDA  (FST/.Y 

STh  (SEO/t 

PLh 

ST  A  (FSTJ'.Y 

cpv  #$eni 

B^€  muE 

UCREf€HT  RECC 

cpx  mm 

&■£  TEST 

w:  odH 

CPX  RC 

B^E  COHT 

LDA  RC+1 

Of  QTTH 

ȣ  COHT 

LDA  SWAP 

CMP  tieo 

B^E  BEGIN 
HO.  RETlJR^l  TO 
RTS 
.EhO 


MO 

SET  SWAP  SNITCH  OH 
LOAD  LBCTH 

SET     DISPLAijErEHT 
EXCHAHGE  BYTES 


mRE  BYTES  TO  Sl'JAP? 
YES 

:iRD  COUNTER 

CHECK  FOR  >255 

ADD  1  TO  HIGH  COUNT 

B€  OF  FILE'"' 

HO 

ChECK  HIGH  EOF 

tHJT  B€)  OF  FILE 
TEST  FOR  Er€  OF  SORT 
AN"-!"  SWAPS? 
YES.  START  OlER 
CALLUC  PROijRlAM 


Program  2. 

100  FOR  I 
EXT  I 

1568  DATA 

1574  DATA 

1588  DATA 

1586  DATA 

1592  DATA 

1598  DATA 

1604  DATA 

1610  DATA 

161 G  DATA 

1622  DATA 

1628  DATA 

1634  DATA 

1640  DATA 

1646  DATA 

1652  DATA 

1658  DATA 

1664  DATA 

1670  DATA 

1676  DATA 


=1568  TO  1693  =  READ  A^FliKE  LA^H 

184. 104, 133/217. 104; 133 

216.104.133.209.104.133 

•2®;.  169.0. 133.218. 133 

207. 162. li 165.216. 133 

214.165.217.133.215.24 

165.214.133.212.101.205 

133.214.165.215.133.213 

1^.0. 133.215.164.203 

165.206.240.10.177.214 

•209.212.144.44.240.12 

176.19.177.214.209.212 

144.13.240.2.176.30 

200. 196. 204. 240. 227 .  176 

23.144.223.169.1.133 

218..  164.205. 136. 177.214 

72.177.212.145.214.104 

145.212.192.0.203.241 

232.224.0.20S:.2.230 

207. 228. 203. 203. 172. 165 


1682  DATA  209. 197. 207. 208. 166. 165 
1688  DATA  218. 201. 0.20£:.  144.96 


Program  3. 

10  REM  SOFT  U¥iD  PROGRAM  LYNN  MARCUSE  1 
1/27/31 

11  REM 

12  R£H  CALLIW:  PROGRAh  MUST' 

13  F£f1 

14  REM  t    POKE  RECORD  LENGTH  INTO  LOCATI 
lW  205 

15  FBI  :*:  POKE  BtGINHING  OF  SORT  KEY  INT 
0  LOC  203 

16  REM  t    POKE  EMi  OF  SORT  KEY  INTO  LOCA 
TIOH  204 

17  F£M  *  POKE  TYPE  '- ASCENDING  -  0  OR  DE 
SCENDING  -  1)  INTO  LOC  266 

18  F£t1 

19  REM  THIS  FWJGRAn  WILL  UJAD  FILE  INTO 
fEMuRY  AND  CALL  MACHlNh 

20  Ktti  LWiijUAGE  ROUTIHb.    WHEN  COMPLtlhO.. 
YOIJR  PROGRAr-i  MAY  BE 

21  REM  RE-ChLLEu  BY  EQUATING  P$  TO  YiXiR 
PROGRAM  NAMh . 

22  REM 

50  DIM  X$<hRt(8':'-&00).R$(  13S).rf(ltO:P$( 
15;'.I$<:D 

58  REM 

59  REM  REPLACE  X'S  UITH  YOUR  FILL  ii  PROG 

m\  w€s 

60  P$= "  KaKKXK  ' '  ■■  Fl= "  KKKXXM " 

99  REM  GET  RECORD  LENGTH 

1 00  RET = 1 60  ■■  F-PEhK(  285  ) 

109  REM  OFEfi  FILE  AND  INPUT  RECORDS 

110  ?  "  LOADING  ".F$:TRAF'  SSyHOPEH  #2.4. 

0.F$:L=1 

ilV  TF!AP   140aNPUT  r2.R$  =  TRAP  40900 
130  A*(  L .  L+R- 1  ::'=R*  ■■  L=L+R  ■■  GOTO   1 20 
140  CLOSE  #2  =  L=L-i=rJ=L/R:?  "  RECOkDS:  LOA 
DED=   ";N 

149  REM  CALL  TttJHINE  L^^GUAGE  SiJ^lT  ROUTI 
\-£ 

150  IF  H>1  THEN  ?  "  BEGIN  SORT" :A=USR(15 
6S.rDR(-vI>/H) 

160  RET=170=?  "  COMF'LETED     SAUING  ".;Ft 

169  PS-1  EF-ASE  OLD  FILE  At-ffi  SAiJ£_N£U  Ot€ 

170  TRAP  680^X10  36.#2.0..0..F$MJi-'hN  #2.8. 
0.F$ 

180  FOR  1=1  TO  L  STEP  R:R$=X$(  I. I+R-l>  =  ? 
#2;R$^HEXT  I 
190  CLOSE  #2=XI0  35. #2.0.8. F$ 

199  REM  RETURN  TO  YOUR  Ff'OGRAM  ? 

200  RET=2'®  =  TRAF'  600=  IF  P*(3.4K>":4="  TH 
EN  ?  "  LOADING  ":.H--Pm  P$ 

210  £m 

600  ?  "  ER:ROR  -  ";  PEEK-;  195  ;■  =  CLOSE  #2 

610  ?  "  PRESS  F£TURN  TO  CONTINUE".;  ^IFUT 


150 


COMPUTE! 


March.  1982,  Issue  22 


I* 'GOTO  RET 


Program  4. 

10  REM  SORT  m£E  PRtDGRwh    m\  MhRCUSE  1 
2/81 /SI 

11  REM 

12  R£M  THIS  PFiiGRAM  WILL  LOAD  FILE  INTO 
tthORY  AfCl  CALL  MHi:HIt€ 

13  REM  LftfCLlwS  RCfiJTIHE.    IF  FILE  IS  TOO 
Li^E.  THE  SiJi^lTED  DATA 

14  REM  WILL  BE  Sw.JED  AS  "O^TEMF"'  rt€  £vL 
AhJCE  iDF  FILE  HILL  EE 

15  R-EM  READ  Ah£i  SCfiTED.   l-JHEH  THIS  STEP  I 
S  FINISHED..   T^€  TB1P0RAR:Y 

16  F:EM  FILE     HILL  BE  flERGED  WITH  THE  SOF; 
TED  DATA   IN  MEMORY. 

17  F£M 

20  GFAPHICS  0:DIM  F$(15;^?   ■■■'{  ,  "SORT/f€R 

GE  UTILITY"  =F«E  82.1 

30  ?  ^?  "EKTER:":?  =?  "FILENAt-C  (OnnftK. 

ext;-  ".;:  INPUT  F* 

40  ?  "RECOFB  LENGTH  ";=TRAP  40=  INPUT  R^ 

RAF'  Q3=  IF  R<2  OR  RM50  THEN  40 

50  ?  "SORT  ¥£■{  (l5t..2r,d)  ".:aRAP  ffi^It-fU 

T  SS.SE=TRAP  Q3 

55  IF  SS>=SE  tJF:  SS<0  OR  SE>R  THEN  50 


68  ?  "ASCErCiIHG  -  0    W.  DESCErCING  -  1  " 
rJfSiP  Gki-imSl  T-TRAP  Q3 
65  IF  T<0  OR  T>1  THEN  69 
70  fmt  205..R  =  F-OKE  283 ..SS-1  =  POKE  284.  SE- 
1=F"0KE  20b..  T 

88  KL=FRE( 8  )-600  =  DIM  ¥M.  KL ).  R$(  R ) .. T$(  R ).. 
D$(b;' 

90  Ql=2 18  =  Q2=by0 : 03=40000 ■ D$= " D  =  TEMP " 
108  ?  "LOADING  ";F$:TRAP  Q2:0PEN  #2,.  4,.  8, 
Ft:ri=0 

120  L=l  =  ?  "PASS  1  -  ";-0:iSiJB  588  =  IF  M=0 
THEN   160 

148  ?  "tRITIW:  "jDfMlipEN  #3.3;8,D*:G0SUB 
560 

150  ?  "F-ASS  2  -  "j:L=l:G0SL8  588 
168  CLOSE  #2:v  "DELETING  ".F* 
178  TRAF'  Q2:KI0  36..t3.0.8,FtMJPEN  #3,S..8 
.F$ 

189  ?  n-KITINi:  ";F$:IF  M=0  THEN  OJSUB  5b 
0:OJTO  488 

288  TRAP  Q2 ■■  OF"EN  #2.. 4. 8.  D*  =  J=l : A=l  =  B=l  =  A 
E=1=BE=1 

210   IF  H=l  TFEN  TRAP  330atfliT  #2..R$:TFP 
P  Q3 

220  IF  B=l  THEN  TP:hP  34fi  =  T$=X*(.J..J+R-l  :■  = 
J=J+R-TFftP  Q3 

238   IF  AE=e  Hf-ffj  EE=8  THEN  398 
240  IF  AE=1  fitii  BE=8  THEN  308 


ATTENTION  ATARI  OWNERS 

32K  MEMORY  BOARD  FOR  ATARI    $  1 29.00 

Atari  800  with  1 6K  Memory    $679.00 

Atari  800  with  48K  Memory    $789.00 

Atsfi  8 1 0  Disk  Drive  $449.00 

^^   PRO  FOOTBALL  FOR  ATARI  WITH  1 6K  Cassette  $9.95 

Disk  $13.95 
20%  Discount  on  All  Atari  Software 


COMPUTER  COUNTRY 

909  North  Main  Street 

Randolph,  MA  02368 

(617)961-3285 

Cash.. .Money  Order.. .COD.. .Certified  Check 


245  IF  AE=0  Al-C)  BE=i  THEN  3ia 

250  IF  T=l  THEN  28S 

260  IF  R*(SS/i£)>TI( 3S..:3t:'  THEN  315 

270  L.OTO  369 

280  IF  R$(SS,SEKT$<SS..3E>  THEN  318 

380  ?  ft3:R$  =  A=l:E!=0aF  AE=8  THEN  A=0  =  B=B 

E 

382  LUTu  Qi 

310  ?  #3jTi  =  A=e:B=MF  BE=0  THEN  B=0  =  A=R 

E 

312  GOTO  Ql 

3SJ  HE=0  =  GOTn  220 

340  EE=8^GUTU  23S 

338  CLOSE  #2^?  "DELETING  ";D*^>aO  33..  #2, 

0j0..O$ 

480  CLOSE  #3:;:a0  36.#3.0.0.F$ 
410  END 

506  imp  53yatf'UT  f2,R*  =  TRftP  03 
510  X*<L::'=R$'L=L+ftaF  (L+RXXL  T^tN  569 
520  H=l 

530  L=L-l=f^-''R=?  "RECORDS  LOADED  =  ".:N 
540  IF  N>1  THEN  ?  "BEGIN  SORT     ";=A=USR( 
1568  ..ADR:-::  X*).N) 
550  ?  "END  :50RT"^  RETURN 
560  FOf?:  1=1  TO  L  STEP  R:R$=y$(  I..I+R-l>  =  ? 
tt3;F^=HEXT  INCLOSE  #3^RETLtR}J 
680  ?  "ERROR:  -  "5F'EEK.a95)  =  BCi 


SYNCRO,  INC. 

SOFTWARE  DIVISION 
31332  VIA  COLINAS  SUITE  107 
WESTLAKE  VILLAGE,  CALIF.  91361 
213  889-9508 


SOFTWARE  FOR 


ATARI '" 


400/800 


|j:i^>J^>J*!Blj^a/€)1982 

ALL  GRAPHIC  ADVENTURE.  CAN  YOU  FREE 
YOURSELF  FROM  ALIEN  HELL?  IN  THE  SPIRIT 
OF  THE  "MAZE  OF  DEATH". 

JOYSTICK  REQUIRED 
16K  Tape  $14.95  24K  Disk  $19.95 


Lilu     lyiMiUI     ©  1981 

A  NEW  GRAPHIC  ADVENTURE,  SIT  BACK 
WITH  YOUR  JOYSTICK  AND  DIVE  THE  DEEP 
BLUE  SEA.  RENT  RIG  AND  CREW  TO  PLUNDER 
THE  STRANGE  TREASURES  THAT  AWAIT  YOU. 

JOYSTICK  REQUIRED 
24KTaD€  £16.95  32K  Disk  $21.95 


w^Bfmn 


©  1981 


ARE  YOU  A  SUPERAGENT?  A  FAST  ACTION, 

ALL  GRAPHIC  GAME  WITH  PLENTY  OF  SPECIAL 
EFFECTS  IN  A  MAZE  LIKE  UNDERGROUND  COM- 
PLEX   FIVE  LEVELS  OF  PLAY  IN  REAL  TIME. 

JOYSrrCK  REQUIRED 
16K  TapeST2  95 24K  Disk  S17  95 


VISA  AND  MASTERCARD  ACCEPTED. 
CALIF.  RES   PLEASE  ADD  6%  SALES  TAX 
PLEASE  INCLUDE  Si. 50  SHIPPING 
DEALER  INQUIRIES  WELCOME 


1 


STOP 


SOFTWARE  for  the 
ATARI  400/800"" 


ACR:  A  POINT  OF  SALE  PROGRAM 

CASH  RECEIPTS,  INVOICING,  INVENTORY,  COST 
AVERAGING.  PURCHASE  ORDERS,  RECEIVING 
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48K  DISK  INTRO  OFFER:  $1  69.95 

CASSETTE  CHECKBOOK  PROGRAM 

MULTIPLE  ACCOUNTS,  200  TRANSACTIONS  PER 
PERIOD.  USER  DEFINED  CATAGORIES,  CREATIVE 
USE  OF  GRAPHICS  AND  SOUND, 

1BKCASS.:S14.95 

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THIS  IS  A  MACH,  LANG,  SPACE  ADVENTURE.  WHICH 
WE  KNOW  WILL  OFFER  COMPETITION  EVEN  TO 
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YOU'LL  EVER  NEED  (by  HORIZON  SIMULATIONST 
REQUIRES  AT  LEAST  48K,  1  DISK  DRIVE:  S48. 95 

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ATARI  IS  a  registered  trademark  of  ATARI.  Inc 
SHADOW  HAWK  1  is  a  trademark  ot  HORIZON  SIMULATIONS 


^'Zl'^ 


BUDGETMASTER  ($34.95) 

•  is  a  professional  budgeting  tool  geared  to  develop  and  maintain 
even  the  most  complex  budget.  At  the  same  time,  the  easy  to 
read  manualand  the !  riend  ly  pf  ompts  al  low  even  the  begin  n  ing 
budgeter  without  computer  experience  to  develop  a  budget  to 
meet  their  needs. 

•  Includes  the  option  for  hardcopy  printoutof  anyof  tlw  39  differ- 
ent display  s  as  wei  t  as  a  n  opt  ion  to  save  you  r  data  to  cassette  or 
diskette. 

t  requires  32K  fl^M 

CHECKBALANCER  ($16.95) 

•  a  I  though  Ae  perfect  companion  program  to  the  Budgetmaster, 
stands  alone  as  a  great  tool  to  balance  your  checking  ac* 
countls),  with  a  monthly  breakdown  of  your  spending  pattern. 

•  allows  you  to  store  your  spending  analysis  to  tape  or  diskette,  or 
use  Checkbalancer  in  conjunction  with  the  Budgemaster, 
and  automatically  rewrite  the  expense  data  of  the  latter  pro- 
gram process. 

•  requires  16K  RAM 

BUYBOTHPROGRAMSTOGETHERFnfim95ANDSAVEm95!!! 

Send  check  or  money  order  plus  $1 .50  Tor  shipping  and  handling 

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(216)581-9359 

'  AtMi  is  J  Tndemvt  of  Atvi,  Inc. 


152 


COMPUTEl 


March,  1982.  Issue  22 


Dynamic 
Renumber 

R.  Q  Young 
Ottawa.  Ontario 

Program  line  renumbering  is  often  more  thim  just 
cosmetic.  Afterthoughts,  frequently  called  /;;/^i^.s, 
invariably  use  up  all  those  spaces  left  between 
original  program  lines.  There  are  a  number  of  line 
renumbering  [jrogranis/utilities  available  for  FK  F 
(and  other  computer)  owners.  Unfortunately, 
those  that  I  have  seen,  including  lOolkit,  renumber 
the  entire  program,  once  invoked.  It  is  therefoi  e 
impossible  to  retain  blocks  of  subroutines,  as  might 
be  initially  intended. 

Blocks  of  subroutines,  1  ()()()- 1 999  or  2000-2999 
for  example,  are  particularly  helpful  during  pro- 
gram development.  It  is  easier  to  i  emember  a 
thotisand-line  block  while  debugging  (and  leaving 
lots  of  space  between  blocks)  than,  for  example, 
something  like  7(>0-790.  At  the  same  time,  the 
mainline  program  t>r  a  subroutine  block  of  lines 
may  require  renumbering  dtning  the  debugging 
stage.  A  segment  of  the  program  can  now  be  re- 
ntnnbered  with  Dynamic  Rentnnber. 

This  program  is  a  modified  version  of  Rese- 
quencer  by  Joe  Trimble  from  PET  User  Notes, 
Issue  5,  July-August  1978,  which  was  modified  by 
Jim  Rtisso  and  Henry  Chow  in  PET  User  Notes, 
Issue  7,  November-December  1978. 

Dynamic  Rentunber  will  renumber  the  selected 
range  of  lines  beginning  with  the  desired  new  line 
ntmiber  and  tising  the  desired  inc  rements.  It  will 
abort  i(  the  highest  renumbered  line  overlaps  a 
line  not  selected  for  renumbering,  but  it  will  give 
erroneous  line  numbers  if  the  overlap  occurs  at  the 


beginning  of  the  renumbered  segment.  The  pro- 
gram will  then  locate  all  GOTO's,  GOSUB's, 
THEN's,  ON../S,  and  RUN's,  and  insert  the  new- 
target  line  number  if  required-  If,  however,  the 
new  target  line  number  is  longer  than  the  old  line 
number,  only  part  of  the  new  line  number  will  be 
inserted.  When  such  an  event  occurs,  the  line 
number  o(  the  line  in  whic  Ii  the  shortened  insertion 
is  being  made  and  the  proper  target  line  will  be 
printed  side-by-side  on  the  screen.  An  asterisk  is 
printed  as  each  program  line  is  being  analyzed  for 
required  changes. 

This  program  will  function  quite  nicely  as  a 
utility  stored  in  atid  rtm  from  a  4K  memorv  parti- 
tion. 1  he  program  to  l>e  rentunbered  must,  oi 
course,  reside  in  the  normal  low  end  of  memory. 
Alternatively,  this  program  can  be  readily  ap- 
pended to  a  program  already  in  memory. 

Dynamic  Renumber  can  be  easily  converted  to 
other  than  PE'f  BASIC,  provided  ihat  line  ntimbers 
are  stored  in  the  same  manner  (see  also  "Program 
Compactor,"  COMPUTE!  #1 1).  The  first  four  bytes 
of  each  line  are  defined  as  follows: 

Pointer  to  next  line  -  low  bvte 
Pointer  to  next  line-  high  byte 
Line  ntmiber  —  low  byte 
Line  ntmiber -high  byte 

Changes  to  Dynamic  Renumber,  re(|uired 
before  implementation  with  other  B.ASICs,  are  the 
start-o(-BASIC  pointer  and  the  GO  f O,  (;()SUB, 
etc.  token  values.  The  start-of -BASIC  in  the  PET  is 
1025  decimal;  this  is  the  niunber  that  nuisi  be 
changed  in  lines  63895,  63933,  and  63937.  The 
applical>le  statement  tokens  are  in  line  63940  (as- 
signed to  variable  P). 

As  one  last  precaution,  you  may  wish  to  retain 
the  space  l)etween  the  variable  LE  and  thestatetnent 
fHEN  in  the  associated  11'...  I  HEX  staienienis, 
thus  avoiding  BASIC  confusion  with  the  LET  state- 
ment. 


637?6  REN  END  RENUMBER 

63SS7  REN  LINE  RENUMBER  -  RUN63888 

63333  PRI  NT  "  RENUMBER":  INPUT  "ST  h^RT  AT  LINE  #'*,?LS 

63389  INPUT "END  AT  LINE  #" ? LEs IFLE>=63776THENLE=63775 

63390  IF  LS>:=  LE  THEN63883 

63891  INPUT"FIRST  NEW  LINE  #"?Z 

63892  INPUT" INCREMENT  NEU  LINES  EV"5K 

63895  D I  ML  <  500  >  :  L==  1 025 :  DEFFNR  <  X  >  =PEEK  <  X  >  +256:+:PEEK  <  X+ 1  >  :  REN*OLD  ROM  D I M  L 

63900  DEFFNM<X>==INT'UK:'^X-K+-Z::'x-256> 

63902  N=FNR  •■  L  >  :  X=FNR  <  L+2  >  :  I  FX<  LSTHENL^N :  GOTri63902 

63904  L1=L 

63910  N==:FNR<L>:X=FNR'-L+2>:  IFXO  LE  THENf^=A+l :  L<A::'=X:  L=N!  IFN=0THEN63920 

63912  IFXOLE  THEN63910 

639 1 5  V= I NT  <  K*rt-K+Z  >  s I FX<  =VTHENPR I NT " MAX .     L I NE  OUERLAP  -  CK .  PGM " : END 


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up  to  18  computers  can  be  interconnected 

Multiple  disk  drives,  printers  and  other  devices 
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Sophisticated  security  system  prevents  unauthor- 
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WordPro  and  Wordcraft  programs  are  supported 
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5=2330  LINCOLN  WAY,  AMES,  I A  50010  •  515-292-7634 


63926  L=L  1 :  FORB=  1  TO  A  :  N=FHR  <  L  :> :  POKE  •:". 

L+3>.FHM<B> 

63936  P0P^E<L+2>  .  K>KB-K+Z-256*FNM'rB>  : 
L=N=NEXT 

63933    L^102!5 

63935  N^FNR  <  L  > : X=FNR  <  L+2  >  s  I FX<  63776 

THENAA=Art+l : L=H: IFN<  >0THEN 

63935 

63937  L=^1025:  F0RB==1T0AA:  h^^^^FHR^L::- :  X= 
FNR<L+2::' 

63940    F=0s  F0RC=L+4T0H"1 :  P==PEEK<C>  : 

I FP= 1 370RP= 1 4 1 0RP= 1 670RP= 1 38 

THENF==1  £  G0T063999 
63950    IFF>0THEHF=0s  IFP<5STHENF=1  s  b== 

G+1 : IFP>47THEND=10*D+P"4Ss 

GOT 0639 9 9 
63960    IFE:»=0QOTO63999 
63970    F0RE=1T0A:  IFD==L<::E>GOTO63990 
63930    HEXTE : 0=8 : G=0 : GuTu63999 
63990    D=0:E*='*  "+STR*<E*K-K+Z>  : 

H=LEN  <£*::> :  C=C-Gs  IFP<4STHENG= 

G-i:C=C+l 
63995    IFH-6>QTHEHPRINTX?  E*K"-K+Z; 
63997    FORI  =  lTGGsPOKEC.^ASC<MIDt<E$:.  I 

+H-G^ 1 >  y : C=C+ 1 : NEXT I  =  G=0 
63999    NEKTC:=L=N;  PRINT"*";  :NEXTB=END 
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VOICETEK 

P.O.  Box  388,  Goleta,  CA  93116 


166 


COMPUTEI 


March,  1982.  Issue  22 


Disk  Data 
Structures: 

An  Interactive  Tutorial 


David  Young 
Richardson,  TX 


The  floppy  disk  is  a  marvelous  and  yet  mysterious 
medium  for  mass  storage  of  chiia.  Indeed,  under- 
standing exactly  how  a  bit  of  data  is  stored  and 
retrieved  from  the  surface  of  the  disk  requires  a 
good  knowledge  of  physics.  However,  to  leain 
about  the  data  structures  fomid  on  a  disk  recjuires 
mathematics  no  more  complex  than  hexadecimal 
iu  ithmetic.  The  manual  supplied  with  the  computer 
usually  does  an  adecjuate  job  ol  supplying  all  the 
technical  details,  but  wouldn't  it  sink  in  better  if  the 
actual  data  on  tlie  media  could  be  viewed  while  it  is 
being  described? 

The  program  that  is  presented  here,  Diskpeek. 
was  created  just  for  diat  pm  pose.  Though  this 
program  was  written  for  the  Auui  l^nsonal  Com- 
puter (DOS  2, OS),  the  interactive  tutorial  which 
follows  contains  information  which  sliould  apply, 
in  one  form  or  another,  to  most  other  disk  based 
computer  systems.  Those  with  a  disk  based  Atari 
compiUer  should  iv[je  in  I>iskpeek  beffjre  pro- 
ceeding. This  program  is  used  to  demonstrate  the 
disk  data  structures  as  they  are  being  described. 
Ihc  instruclions  integrated  into  the  program 
sliotild  make  iis  tise  self-explanatory. 

The  Disk  Medium 

The  first  disk  structure  to  be  aware  of  is  the  sector 
which,  on  any  computer  system,  consists  of  a  group 
of  contiguous  bits  recorded  at  a  specific  location  on 
the  disk.  The  disk  drive  hardware  always  operates 
on  w  hole  sectors,  that  is  to  say,  it  is  not  possible  to 
read  or  write  partial  sectors.  Groups  of  sectors  are 
organized  into  tracks  forming  concentric  rings 
about  the  center  of  the  disk. 

The  Atari  system  divides  the  disk  into  40 
tracks  with  18  sectors  per  track  for  a  total  of  720 
sectors.  This  is  best  visualized  l)y  taking  the  lid  off 
of  the  disk  dri\'e  and  watching  the  read/write  head 
move  as  certain  sectors  are  addressed.  On  the  Atari 
HIO  disk  drive  tliis  is  accomplished  by  removing 
the  four  phillips  head  screws  hidden  under 
gummed  tabs  at  each  corner  of  the  lid.  While  inside 
the  case,  a  bit  of  lubrication  on  the  2  cylindrical 


guide  rails  supporting  the  head  will  make  the  drive 
less  noisy. 

If  sectors  1  thiough  18  are  read  with  Diskpeek, 
the  head  remains  fixed  on  the  outermost  track. 
When  sector  720  is  read,  the  head  moves  in  to  the 
innermost  track.  W'hen  a  disk  is  formatted,  the 
head  can  be  seen  to  btnnp  sequentially  through  all 
40  tracks.  It  is  laying  down  the  patterns  on  the 
oxide  surface  which  will  i:>e  recognized  In  the  drive 
hardware  as  the  sectors.  Ilie  sectors  ai e  all  initially 
empty  ( 1 28  bytes  of  0),  but  at  the  end  of  the  for- 
matting  roiuine,  as  described  in  the  next  section, 
the  Atari  DOS  records  special  data  into  certain 
sectors.  The  top  of  the  drive  can  now  be  resecured. 
No  more  in  format  it)n  about  the  hardwaic  is  needed 
to  underatand  the  higher  level  disk  data  structures 
of  the  software. 

Boot  Sector 

At  the  end  of  the  formatting  process,  DOS  reserves 
and  initializes  certain  sectors  for  special  tasks.  Into 
sectors  1  through  3  is  stored  the  bootstrap  for 
DOS.  On  power-up  the  Atari  operating  svstem 
reads  secU)r  1  t(3  determine  how  many  sectors  io 
read  and  where  inlo  memory  to  load  them.  After  it 
has  loatled  in  the  specified  number  of  sectors,  DOS 
starts  exectiting  the  new  code  at  the  load  address 
+  6.  Ptu  Diskpeek  into  the  hex  mode  and  read 
sector  1  ol  any  DOS  disk.  Byte  0  says  that  -^  sectors 
are  read  (sequentially)  and  bytes  I  and  2  specify  a 
load  address  of  $700.  (A  2  byte  number  is  always 
specified  with  the  least  significant  byte  first.)  Byte  6 
is  the  first  instruction  to  be  exectued  (a  $4C1407  is 
a  JMP  $714).  In  this  case  the  code  w4iich  follows 
sets  up  to  load  the  File  Management  System  of 
DOS  into  memory.  Ihis  is  called  the  second  stage 
of  the  boot.  Look  at  the  first  sector  of  any  other 
boot  disk  available  (any  game  or  program  which 
loads  in  from  disk  on  power-up).  It  might  be  seen 
that  the  program  loads  in  entirely  during  the  first 
stage  ol  the  boot,  i.e.  byte  1  of  sector  1  has  a  sector 
coirnt  which  represents  the  entire  program.  For 
more  details  on  the  disk  boot  process,  see  the  Atari 
OfwraiiniT  Sxsfeni  laser's  MamidL 

Volume  Table  Of  Contents 

Besides  the  first  three  boot  sectors,  DOS  sets  up 
sectors  360  to  368  as  the  directory  of  the  disk.  DOS 
uses  the  directory  to  keep  track  of  where  Hies  are 
stored  oti  disk  and  how  much  disk  space  remains. 
Read  sector  360  of  a  DOS  disk  with  Diskpeek  in 
the  hex  mode  and  view  a  part  of  the  directory 
called  tlie  \  olume  Table  of  Contents  (V  fOC), 
Information  pertaining  to  the  availability  of  every 
sector  on  the  disk  is  sloied  in  this  sector.  Bytes  1 
and  2  specify  the  maxiuunn  numbei  of  tiser  data 
sectors  on  the  disk  ($2C3  =  707)  and  bytes  3  and  4 
specify  the  number  of  free  sectors  remaining  on 


Announcing 


> 


software  '" 

from  the 

authors  of 

An  Invitation  to  Progromnning 

exciting  gannes 

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for  kids, 

teenagers 

and 

adults 

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cassettes 

at  fine 

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area  or, 

write  us  directly  for 

descriptive  nnaterials 


< 


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Department  CA 

11  Idor  Court 

Greenwich,  CT  06830 

203-661-8799 


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■ 


)//  \ 


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Orders  are  processed  within  five  working  days.  Shipping  and 
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Level  II  32K  Diskette S22.95 


158 


COMPUTEr 


March,  1982.  Issue  22 


the  disk  (707  tor  an  empty  disk,  0  for  a  full  one). 
Starting  in  bit  6  (the  second  to  highest  order  bit)  of 
byte  $0A,  each  bit  up  ihrougli  byte  $63  corresponds 
to  a  sector.  A  1  corresponds  to  a  free  sector  while  a 
0  means  the  sector  is  being  used. 

When  a  file  is  stored  on  the  disk,  the  bits  cor- 
responding to  the  secloi  s  used  are  set  to  0.  When 
the  file  is  erased,  the  hits  are  set  back  to  1 .  That  i> 
why  DOS,  wlien  it  deletes  a  file,  can  be  heard  reiul- 
ing  the  entire  file.  It  is  determining  which  sector; 
were  being  used  by  the  file  so  that  it  can  free  then 
back  up.  Notice  that  even  on  a  newly  formatted 
disk,  sector  bits  1 ,  2  and  3  (bits  6,  5  and  4  of  byte 
$0A)  are  set  to  0.  These  correspond  to  the  3  boof 
sectors.  Likewise,  tlie  nine  bits  starting  in  byte  $37 
are  0  because  they  correspond  to  the  sectors  oi  the 
diiectory.  These  12  sectors  are  thus  kept  from 
being  overlaid  by  user  files. 

If  the  V  roc  is  viewed  on  an  older  disk  wliirh 
has  had  many  file  additions  and  deletions,  it  nun 
be  noted  that  the  \' TOC  has  become  qtiite  frag- 
mented. Any  file  added  to  the  disk  may  get  stored 
into  sectors  scattered  about  the  disk.  How  DOS 
keeps  track  of  files  spread  over  multiple  sectors 
will  be  discussed  shortly.  By  the  way,  even  though 
the  operating  system  recogtiizes  sector  720  (try 
reading  it;  should  l)e  all  zeroes),  DOS  never  makes 
use  of  it.  True  to  Mmphy's  Law,  it  adopted  the 
n timber  scheme  of  0  to  719  instead  of  1  to  720.  No 
need  to  bother  trying  to  read  sector  0! 

The  Directory 

Of  all  the  disk  data  structures,  probablv  the  most 
important  one  to  be  acquainted  with  is  the  directory. 
The  eight  sectors  following  the  VTOC  (361-368) 
contain  a  list  of  all  the  files  on  the  disk  along  with 
their  size,  starting  sector,  and  status.  Put  Diskpeek 
into  character  mode  and  read  sector  36 1  of  the 
DOS  disk  that  has  several  files  on  it.  It  can  be  seen 
that  the  name  of  the  first  file  starts  in  byte  $05  and 
the  extension  (if  any)  starts  in  byte  $0D.  If  any  of 
the  I  1  character  positions  of  the  filespec  are  untised, 
it  contains  a  blank.  Notice  that  the  filenames  start 
everv  16  bytes,  allowing  eight  directory  entries  per 
128  bvte  sector.  Thus,  the  maximum  nimtber  of 
entries  for  the  eight  .sectors  of  the  directory  is  64. 

Now  put  Diskpeek  in  hex  mode  and  read 
sector  361.  fhe  (Irsi  byie  of  each  16  byte  entry 
contains  the  status  of  the  file.  For  a  normal  file  that 
byte  is  $42,  unless  it  is  locked,  in  which  case  it  has  a 
status  of  $62.  A  deleted  file  has  a  status  of  $80.  An 
anomaly  occurs  whenever  a  file  is  opened  for  output 
(from  BASIC,  perltaps)  but  is  not  closed  before  the 
convputer  is  ])oweretl  down  or  glitched.  Since  the 
status  of  an  open  file  is  $13,  DOS  will  neither  rec- 
ognize the  entry  as  "in  use''  nor  ^'deleted."  Even  the 
sectors  which  may  have  been  written  out  will  not 


really  exist  on  disk  becatise  the  VTOC  is  not  up- 
dated tin  til  the  file  is  clo.sed.  The  only  harm  done  is 
that  this  bogus  entry  will  take  up  space  in  the  diiec- 
lory  until  the  disk  is  reformatted.  The  second  and 
third  bytes  of  each  entry  contain  the  size  in  sectors 
of  the  file  (low  order  byte  first)  w*hile  the  fourdi 
and  fifth  bytes  specily  the  first  sector  of  the  file. 
DOS  only  needs  to  know^  the  first  sector  of  a  file 
becatise  each  sector  points  to  the  next  sector  oi  the 
file  in  a  process  called  "linking." 

Unking 

At  this  point  it  wt)uld  be  best  to  explain  how  DOS 
forms  a  data  file  on  disk.  First,  the  user  must  open 
an  I/O  channel  for  output  to  the  disk,  perhaps  with 
the  BASIC  '^OPEN"  command.  DOS  responds  by 
creating  an  entry  in  the  directory  with  the  specified 
lllename  and  a  status  of  $43.  DOS  reads  the  V  EOC 
into  memory  and  searches  the  disk  map  lor  the 
first  free  sector.  If  a  free  sector  is  found,  its  number 
is  tised  as  the  starting  sector  in  the  directorv  entry. 
Now,  when  the  user  begins  to  output  data  \  ia  this 
I/O  channel,  perhaps  with  the  BASIC  "PUT'' 
(ommand.  DOS  wails  imiil  it  has  collected  l!2r) 
l)ytes  of  user  daUi  in  a  l)uftei .  Htcn  DOS  adds  three 
special  bytes  of  its  own  and  otitputs  the  sector  to 
the  disk.  I  call  these  three  bvtes  the  ''sector  link." 

The  sector  link,  bytes  125  to  127  of  the  sector, 
contains  three  pieces  of  information.  The  high 
order  six  bits  of  byte  125  contain  a  number  which 
represents  the  position  of  the  files  entry  within  the 
directory  (0  to  63).  DOS  uses  this  number  to  check 
the  integrity  of  the  file.  If  ever  this  ninnl)er  should 
fail  to  match  the  position  of  the  file's  directory 
entry,  DOS  generates  an  error.  The  low  order  two 
bits  of  byte  125  and  all  of  byte  126  form  a  pointer 
to  the  next  sectcjr  of  the  file.  A  pointer  is  the  address 
of  a  record  in  the  computer's  memory  or,  in  this 
(ase,  the  address  of  a  record  on  disk,  the  sec  lor 
number. 

The  next  sector  of  the  file  is  determined  by 
scanning  the  bit  map  of  the  VTOC  for  the  next 
free  sector,  which  may  or  may  not  be  the  nexi 
sequenual  sector  of  the  disk.  Thanks  u>  the  link 
pointers,  all  sectors  of  a  file  need  not  be  couiiguous 
sectors  on  the  disk.  The  last  byte  of  the  sector  link 
(byte  127  of  the  sector)  contains  the  number  of 
bytes  used  within  the  sector.  This  byte  will  always 
be  $7D  (125)  except  lor  the  last  sector  ol  a  file, 
which  will  probably  be  only  partially  filled.  DOS 
writes  out  this  pat  tial  sector  only  when  the  irser 
closes  the  file,  perhaps  with  the  BASIC  "CLOSE" 
command. 

When  an  oiupui  disk  file  is  closed,  DOS  writes 
the  newlv  tiptlaied  V  EOC  back  out  to  sector  360.  It 
then  updates  the  file's  directory  entry  by  changing 
the  status  to  $42  and  filling  in  the  file  size  (bytes  I 


March,  1982  Issue  22 


COMPUTEI 


159 


and  2)  with  the  number  of  sectors  used  by  the  tile. 
This  completes  the  process  of  creating  a  file  on 
disk.  Now,  when  DOS  is  requested  to  read  a  file 
from  disk,  it  finds  the  directory  entry  of  the  speci- 
fied file  to  determine  the  slat  t  sector.  Then,  fol- 
low ing  the  link  pointers,  it  reads  the  file,  sector  by 
sector,  until  EOF  (end  of  file)  is  reached,  indicated 
by  a  link  pointer  of  0. 

Equipped  with  a  basic  understanding  of  how  a 
file  is  stored  on  disk,  try  looking  ai  a  file  with  Disk- 
peek.  In  character  mode,  first  locate  the  name  of 
the  desired  file  in  the  directory  (sectors  361-368). 
Tlien  ptit  Diskpeek  in  hex  mode  and  look  at  the 
fourth  and  fifth  byte  of  the  entry  to  determine  the 
start  sector.  For  example,  if  these  two  bytes  were 
"01  02"  then  type  "$201"  to  read  the  first  sector. 

Observe  the  last  three  byles  of  the  sector  and 
verify  that  the  high  order  six  bits  of  byte  125  corre- 
spond to  the  directory  entry  position  and  that  byte 
127  is  the  number  of  bytes  used  (probabiv  $7D). 
Then  determine  the  next  sector  of  the  file  from 
the  low  order  two  bits  of  byte  125  and  byte  126. 
For  example,  if  bytes  125  and  126  are  "06  02"  then 
the  next  sector  of  the  file  is  $202  and  the  file  is  ihe 
second  entry  of  the  directory  (the  lust  entrv  being 
entry  zero).  If  the  file  is  not  too  long,  it  would  be 
instructive  to  follow  the  sector  links  to  EOF.  Once 
the  abilitv  of  fuiding  a  file  on  disk  and  following 
tlie  sector  links  is  mastered,  all  that  remains  is  to 
become  lamiliar  with  the  three  types  of  files  tised 
by  DOS. 

File  Types 

Ihe  first  type  of  file  is  not  a  true  tile,  perse,  because 
there  is  no  entry  in  the  direcU)ry  for  it.  This  file 
type  includes  the  boot  record  and  the  dit  ectory 
itself.  And,  sitice  the  sectors  which  make  up  these 
files  are  not  linked,  but,  instead,  are  related  to  each 
other  sequentially,  I  call  these  records  "sequenlially 
linked  files."  When  examining  a  sector  of  the  boot 
record  or  directory,  met  ely  inci  ease  the  sector  num- 
ber by  one  to  get  to  the  next  sector  of  the  record. 
An  example  of  the  second  ivpe  of  file  is  that 
which  is  created  with  the  BASK:  LIST  or  SAVE 
connnand.  This  file  consists  of  ASCII  characters 
which  either  lepresent  straight  text,  as  in  a  LIS  I  ed 
file,  or  a  sort  of  condensed  text,  as  in  a  tokenized 
or  S.AVEd  file.  Except  when  viewing  the  sector 
links,  the  character  mode  of  Diskpeek  is  best  suited 
for  examining  this  ivpe  of  file.  At  this  point  it 
would  be  instructive  to  locate  (in  the  directory 
of  a  DOS  disk)  a  file  created  with  the  BASIC  LIST 
command. 

Upon  determining  the  start  sector,  observe  the 
file  in  the  character  mf>de.  The  B.^SIC  program 
can  be  easily  recognized.  It  may  be  noted  that  the 
carriage  returndine  feed  character  (CRLF)  is  dis- 


played in  its  ATASCIl  representation  (an  inverse 
escape  character)  instead  of  feeing  executed.  Now 
observe  a  file  that  consists  of  a  program  that  was 
SAVEd  from  BASIC.  Since  the  text  has  been  tok- 
enized, the  program  is  harder  to  recognize.  How- 
ever, certain  parts  of  the  program  are  not  altered 
during  the  tokenization  piocess,  notably  text  fol- 
lowing REM  and  PRINT  statements.  Now,  having 
investigated  ASCI  1  files,  it  is  time  to  discuss  the  last 
file  type,  the  binary  load  file. 

Fhe  binary  load  file  is  primarily  used  to  load 
6502  machine  code  into  memory  for  exectition. 
However,  its  format  is  so  geneial  that  it  can  be 
used  jtist  as  easily  to  load  any  type  of  data,  including 
ASCU  text.  Locate  a  game  or  other  program  which 
is  rtm  with  the  BINARY  LOAD  option  of  DOS, 
Alternatively,  create  a  binary  load  file  by  saving 
any  part  of  memory  (except  ROM)  with  the  BI- 
NARY SAVE  option.  Now  observe  the  first  sector 
of  the  file  with  Diskpeek  in  the  hex  mode. 

First,  notice  that  all  binary  load  files  start  with 
two  bytes  of  $FF.  The  next  four  bytes  are  the  stai  t 
and  end  addresses,  respectively,  where  the  data  to 
follow  will  be  loaded  into  memory.  If  these  fbiu' 
bytes  were  "00  AO  FF  BF"  then  the  data  would  be 
loaded  between  the  addresses  of  SAGOO  and  $BFFF. 
I  call  these  fotu'  bytes  a  load  Vfrior.  After  DOS  has 
loaded  in  enotigh  bytes  to  satisfy  the  load  vector,  it 
assumes  (unless  EOF  is  readied)  that  the  next  four 
bytes  specify  another  load  vectoi*.  DOS  will  continue 
inptitting  the  file  at  this  new  address. 

I'pon  completion  of  a  BINARY  LO.V13,  control 
will  normally  be  passed  back  to  the  DOS  menu. 
However,  DOS  can  be  forced  to  pass  control  to  any 
address  in  memory  by  storing  that  two  byte  add i  ess 
at  location  $2E0.  To  store  the  two  bytes,  it  is  neces- 
sary to  specify  another  load  vector  as  part  of  the 
file.  If,  for  example,  it  were  desired  to  execute  the 
program  loaded  in  at  .15A()()(),  the  following  load 
vectf)r  would  be  part  of  the  file;  FO  02   F 1  02  00  AO. 
I  call  this  specialized  load  vector  an  autorun  vector. 
It  achieves  the  same  result  as  the  RCN  AT  ADf)RESS 
option  of  DOS.  Fry  to  find  the  autorun  vector  in 
the  file  being  viewed.  Althotigh  it  could  be  at  the 
beginning,  it  is  most  likely  located  at  the  very  end 
of  the  file. 


10  REM  DISKPEcK=   Bauid  Youne  il/iS/Sl 
2S  SETCOLGR  1 '9.^4:SETC0lUR  249.' 19 
■i0  OIH  HEXCmRf':l6\.HEKBYTE$t2^ 
48  DIM  KxHm*(li3).SECTRWf(b8) 
50  UIM  fEnP$(3X-DF0RM$::n 


m  'i'  iriRi 


iv=:"iv    <M,^ 


UAIT  A  FtU  ShCONOS. . ." 


70  bCSUB  iiSy^GOSUB  970 
80  GOSUB  Db0= RESTORE  99 


160 


COMPUTE! 


March,  1982  Issue  22 


10S  kEmU  hEKCHhR$  •  GPEH  #1 .-  4;  S.  "K" 

lie  DF0Rr1$=^^H^^ 

128  *^*  eHR$(i25)^^  ''  dlS^Pt^C   by  D^ 

yid  Youns'^  =? 

130  ?  "Thi5  is   a  disk  utility  for  uiewin 

148  ?  "indiyidal  sectors  of  a  disk.  It" 

156  ?  "reads  t>ie  sector  specified  by  the 
II 

160  ?  "user  and  then  dispUiys  it's  conte 

170  ?  "as  a  raatrix  of  hiex  bytes  or  ATASC 

180  ?  I^characters.^^? 

IS©  '\   "T'riS  sector-  number-  can  bs  specif  ie 

d  in" 

290  ?  "decimal   ('361'  )  or  hex  ('$169' ). 

Tape" 

219  ?  "RETUFj^  b3  tossle  from  orte  display 
II 

228  ?  "foriuat  to  the  other." 

238  POSITION  2/29=?  CHR$( ISb);  =?  "Sector 

248  nPUT  HEKNUm^IF  lEH( HEHHUriJ K  >9  Tf€ 
M  288 

258  IF  DFORm="C"  THEN  DF0Rt1f="H"  =GOTO  2 
70 

268  DFORril="C"_ 

278  G03UB  i'7e  =  uGT0  239 

i-Se  GOSUE;  589=  IF  EVTEO  OF:  BYTE>720  Ti€N 
GCSUB  356  =  unTu  230 

298  S€CH!JM=BVTE 

ms  t3J;51JB  S88=IF  :>::=i  THEH  GCeUB  779 

318  GOTO  230 

328  REM 

338  REM  m.  PRIHT  ERROR  hESSAGE  nt 

348  F£M 

358  P&BITIOH  2..  19  =  ?  i:n;:$(  156::';rH::$(  156>.: 
\yp:$(.  156):  "riJT  LEGAL  MIIBER! "  =F£TL!RH 

368  FS1 

378  REM  tm  PRIhn  HE>=  BYTE  UmU 

388  REM 

39fi  GGSUB  438 •■  PRIHT  HEKBYTEI-;  =F£TLiRH 

408  REM 

418  REfi  tm  HEX  CCWUERSION  U^. 

428  F-Eh 

43fi  TEMPB=BYTE = BYTE=  IHK  B'-iTE/ 1 6  H 1 

448  ^€yBYTE*(  1  ■  1  )=HEXCH=iiR:?(  BYTE  ■  BYTb  > 

458  BYTE=(  TEr1PB-( BYTE-1  )*16  )+l 

468  HEME: YTE*(  2 .  2  )=hEXCHAR$(  BYTE .  BYTE  ) 

476  BYTE=TErPB  ■-  RE  i  UkH 

4'dy  FiEn 

490  REM  tU  ^^!JMDEP  Cu^?JEPSIO^^  ■?** 

588  Fei 


510  TF'RP  638=  IF  HE>=;HL!rt*<  1  ,rK>''$"  THEN  G 

OTO  620 

520  HE ■•=;i-<L!ri-J-HE>=:HnM*(  2  ? 

538   IF  LErXHEyNUM$>=3  THEH  HEXNUm(4)=HE 

XHiJri$<  3 )  =  HEKNUM$(  1-.  3  )=HEy?^UM*(  2.2)  =  HE>=HU 

m(.  2. 2 )=HEMMijri$f  L  1  ;■  =  FEXNUfifC  1 .  i  >="3" 

540   IF  LEH(HEXHUM^==2  THEN  HEXNUm(4)=v€ 

Xl'JUf1t<  2 )  =  HEKNUm(  3.-  3  >=H£XNUh*(  1 .  H  =  HEKf^U 


m'::i.-2)="80" 


558   IF  LEN(HEMHUMf)=l  Ti^N  HEXHUM*(  4  >=hE 

?=M!rt$(  1 )  =  HEXHUM*<  1 . 3  )=^'8y0" 

560   IF  ASKHEXHUMtd..  l)j>64  1\&\  HEXNUm 

a  A  )=CHR$<  ASC<  HEK^^•JMt(  1.1)  )-7 ) 

570   IF  A9C(HEXMJ[«(2..2))>64  THEN  HEJ-MUMJ 

( 2..  2  )=CHR*(  hSC<  HEXNUi1$(  2.2)  )-7 ) 

5S0_IF  ASC(HEKHUrm3.3))>64  THEN  ^XNUM? 

(3.-  i )=CHRI(  ASC(  HEXNUi'tIC 3j  3 )  )-7 ) 

590  IF  RSC(HEXHUH*(4.^))>64'Tr€H  HEXHUfl* 

(4^4  ;:i=ri4!;;$i:;  c^x  HEX NUitK  4  .•  4 )  )-7 ) 

680  BVTE=(  ASCf  HEXt^UMf ( 4.4)  )-4S  )+  16:=i:(  ASC( 

i^y  KJUM*;;  3,3)  )-49  )+25b*(  ASC(  HEXNUrS(  2.2)) 

-49  ;:i+4yQi5:i(  pgrf  HEXHU'"t?='  \  ■  1 )  )-48 ) 

610  TRAP  48000= RETURN 

620  TRAP  638  =  BYTE=UAL(HEXHUM$)  =  GOTO  618 

630  OJSUB  3 j8  =  BYTE=- 1  =  GOTO  618 

648  REM 

650  REM  tU  DISK  F£AD''ll?ITE  wM- 

660  REM 

670  RESTORE  SE8:FC«;  K=l  TO  68  =  READ  Q=SEC 

TRW*(  K.  K  )^ikmi  Q)  =  re=T  K  =  RETURN 

6£€i  L^TA  104. 184..  134..  281 .. oJ.  169.- S2. 144 

690  DATA  2 ..  1 69 ..  S7 .  72 ..  1 69 ..  0 .  72 ..  1 69 

700  DATA  1 . 72; 169. 8. 72. 169. 128. 72 

710  DATA  169. 6. 72. 72. 184. 184. 141 . 5 

728  DATA  3 . 184 . 141 . 4 . 3 . 1 84 . 1 94 . 1 4 1 

738  DA  I A  1 .  J.  184. 194. 141 .2.:  3;  184 

740  DrTA  141 . 11.3. 184. 141. 18. 3.32 

750  DATA  S3. 22S.  173. 3. 3. 133. 212. 169 

768  DATA  9. 133. 213. '56 

778  F:EM 

780  REM  tU  DISPLAY  SECTOR  n:^. 

798  m\ 

808  B'TTE=IbJT(  SECHUM/25G )  =  ?  CHR-|(  125 ) 

810  ?  "SECTOF-  #  =  "jSECKUM; 

y20  V  "  (*"=  =G!r:;UB  379 

830  BYTE=SEeMJM-256*INT(  SECNUn'^2t)6 ) 

E^0  GK.'JB  378  =  ?  '"')" 

858  IF  DFiJF:m~"H"  THEN  GOTO  878 

868  X=liSR(  ADR(  hhMCHAR* ) .  1536+128 )  =  RETURN 

870  X=USR(  i^R<  MEMHEXf ) .  1536+ 1 SS  )  =  RETURN 

888  FBI 

898  REM  tU  READ  SECTOR  tU 

980  RiM 

910  X=iJSR(  ADR(  SECTR14* )  .=  32 .  SECNUM ) 


March,  1982.  Issue  22 


COMPUTEI 


161 


926  IF  X=l  T^€H  958 

930  Pa5ITim  2..  19 

940  ?  "mVl  READ  SECTOR  ";^CHI11.!"!" 

950  RETURN 

960  REM 

970  REM  m.  DISFIAV  f€f1  IH  HEX  Ut 

980  REM 

990  DIM  riEMHEXt<122) 

1000  RESTORE  1010= FOR  K=l  TO  122= READ  Q= 

ftmEK$<  K ..  K  )=CHR$(  Q  ;■  =  tEKT  K  =  RETURN 

1010  DATA  194..  164..  133.. 229..  104. 133..  2213. 16 

9 

1020  DATA  0,72..  104. 72. 16.7. 169. 155 

1030  DATA  32. 164.. 246. 104.96..  169. 155.32 

1040  DATA  164. 246. 164. 72. 74. 74. 74. 74 

1050  DATA  291 .  13.43.2. 195. 6. 185. 43 

1060  DATA  32. 164. 246. 164. 72. 41 .  15. 2-01 

1070  DATA  10. 48. 2. 185 . 6. 105. 43. 32 

1080  DATA  164. 246. 169. 32. 32. 164. 246. 169 

1090  DATA  32.32; 164.246. 104.72. 168. 177 

1100  DATA  22E!.  74. 74. 74. 74. 201. 10.48 

1 110  DATA  2. 105. 6. 105. 4S. 32. 164. 246 

1 12*0  DATA  184. 72. 168. 177. 228. 41 .  15. 281 

1130  DATA  18.48.2.105.6.105.48.32 

1140  DATA  164.246.169.32.32.164.246.104 

1150  DATA  24.105.1.72.41.7.208.284 


1160 
1170 
1180 

tu 

1190 

1200 

1210 

teici 

1228 
9 

1230 
1248 

1  C-JKJ 

12*60 
1270 
12"80 
1290 


DATA  248.144 

REM 

R£h  -^M  DISPLAY  [Bl  IH  CHAR  FORMAT 

REM 

DIM  MBCHARI<122> 

RESTORE  1220= FOR  K=l  TO  122= READ  Q= 
:HAR$':  K  .  K  y^mU  Q  > = bEXT  K  =  RETURN 
DATA   194. 184. 133. 229..  104. 133. 223. 16 


1310 
1320 
1330 
1340 

1360 
1370 


DATA  0.-72. 184.72. 16..7. 169. 155 
DATA  32. 164.246. 104.96. 169. 155.32 
DATA  164. 246. 184. 72. 74. 74. 74.74 
DATA  281 . 18. 48.2. 185. 6. 105. 4S 
DATA  32. 164.246. 104.72.41. 15.201 
DATA  18. 48..  2. 185. 6. 185 .  48. 32 
DATA  164. 246. 169. 32. 32. 164. 246^169 
DATA  32.- 32. 164. 246. 169. 1 .  141 .  2d4 
DATA  2. 104.^ 72. 168. 177.-  228. 281 .  155 
DATA  293. 1 1 ; 169. 0. 141 .  254 . 2. 169 
DATA  219.- 133. 93. 169. 31 . 32. 164. 246 
DATA  169  .•  32 .  32 . 1 64. 246 . 1 69 .  32. 32 
DATA  164. 246 .  169. 8. 141 .  254 . 2. 184 
DATA  24 . 1 85 . 1 . 72 .41.7. 288 . 284 
DATA  248. 144 


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March,  1982,  Issue  22 


COMPUTEI 


163 


Apple 
Addresses 

Bill  Grimm 
Mountain  View,  CA 

The  Apple  11  uses  ilvree  types  of  addressing  de- 
l>ciiding  upon  the  huiguage  being  used.  Apple  s 
machine  language  uses  hexadecimal  addresses  in 
die  range  from  SOOOO  lc>  SFFFF.  lis  Floating  Point 
BASIC  language  uses  decimal  addresses  in  the 
range  from  0  to  65535.  Its  Integer  BASIC  uses 
decimal  addresses  in  the  range  from  0  to  32767  to 
-32767  to  -L  This  means  that,  if  you  wani  lo  address 
a  particular  memory  location,  you  must  choose  the 
correct  address  lor  the  language  you  aie  using. 
Since  I  program  in  all  three  langtiages  and  my 
references  are  a  mixture  Irom  all  three,  I  needed 
an  address  cross-reference  program.  So  I  wrote 
*' Apple  Addrcs.ses.' 

'\\pple  Addresses"  can  l>e  used  *'as  is"  to  con- 
vert one  language's  address  to  another's,  and  to 
give  the  high  and  low  byte  values  which  need  to  be 
[joked  into  a  BASIC  program  to  store  that  address. 
Alternatively,  you  could  extract  the  subroutines  in 
Apj>le  Addresses  which  convert  between  hex  and 
tlccitnal  numbers  and  insert  them  in  your  own 
program.  See  the  last  paragraph  of  this  article  for 
more  details. 

The  program  begins  bv  asking  tire  user  which 
of  the  six  possible  conversions  he  would  like  to 
make.  This  is  followed  by  a  request  to  select  the 
way  the  results  of  the  conversions  are  to  be  dis- 
played. There  are  fotu'  possible  displays: 

1.  single  conversions  displayed  on  the  monitor 
one  at  a  time. 

2.  Single  conversions  printed  out  on  a  Silentype 
printer"^  one  at  a  time. 

3.  a  range  of  conversions  displayed  on  the 
monitor. 

4.  a  range  of  conversions  printed  out  on  a 
Silentype  printer '=\ 

*With  slighi  prngrani  nKjdifu:auons  other  pi  iiUt'is  tontd 
t:»c  used. 

Subroutines 

"Apple  Addresses"  makes  extensive  use  of  subrou- 
tines. This  helps  in  organizing  the  program  as  w^ell 
as  making  it  shorter  and  easier  to  debug.  I  he 
controlling  or  EXFCutive  routine  is  called  Apple 
Addresses  -  Exec.  It  starts  on  line  100  and  goes  to 
line  310.  Since  a  picture  is  worth  a  thousand  words, 
I  made  what  I  call  a  ballooti  diagram  (Figure  1)  to 


show  how^  data  flows  through  the  program.  These 
are  the  conveiuions  I  used  to  make  the  diagram; 

1.  Each  balloon  repre.sents  a  subroutine.  Fhe 
name  of  the  subroutine  and  the  line  numbers 
where  it  is  located  are  placed  in  the  balloon. 

2.  Data  flows  through  a  subroutine  in  the 
direction  of  the  arrows  on  the  outside  of  the 
balloon. 

3.  Data  (lows  belween  subroutines  in  the  direc- 
tion ol  tlie  arrows  on  ihc  sitings, 

4.  If  conditions  are  placed  on  what  data  flows 
throtigh  a  subioutine,  these  conditions  are 
written  in  along  the  strings. 

As  an  additional  aid  for  imderstanding  how 
the  program  works  I  have  included  the  following 
variable  descriptions  list: 

A( )  —  each  A(I)  holds  the  decimal  equivalent 
value  of  the  Uh  hexadecimal  numeral  in  the 
hex  lunnbcr  being  created  from  a  decimal 
number  —  appropriate  numbers  are  then 
added  to  convert  these  to  ASCII  codes. 
A$(  )  —  holds  the  characters  represented  by 
the  ASCII  codes  in  A(). 

(U-IOICE^ —  holds  the  number  of  the  conver- 
sion chosen  —  see  lines  1 20  lo  1 78. 
DVL  —  holds  the  decimal  value  of  the  number 
being  converted  —  may  be  either  FP  or  INT 
decimal. 

DVES  —  is  the  string  equivalent  of  DVL  and  is 
used  in  the  output  routines. 
FLAG  —  if  flag  =  1  then  an  invalid  number 
was  entered  and  the  program  returns  to  get  a 
new  number. 

FRST  —  holds  the  FP  Basic  address  equivalent 
of  the  lowest  address  in  the  selected  range. 

FRST$  —  holds  the  smallest  address  chosen  — 
this  add  I  ess  is  then  processed  and  stored 
in  FRS  I . 

H VL$  —  holds  the  hex  number  selected  or 
the  hex  number  resulting  from  the  conversion 
—  if  no  hex  ntnnbers  are  involved  then  it 
holds  the  converted  decimal  num!)er. 

LS  r  —  holds  the  FP  Basic  address  equivalent 
of  the  largest  address  in  the  selected  range. 

LSI  S  —  holds  the  largest  address  chosen  — 
this  address  is  then  processed  and  stored 
in  LST. 

N  —  holds  the  decimal  ecjthvalent  of  each  hex 
numeral  in  a  hex  number  being  converted  to  a 
decimal  number. 

PHI9?  —  holds  the  number  that  would  be 
poked  into  the  high  byte  when  placing  the 
add  I  ess  into  memoi  \ . 


164 


COMPUTE! 


March.  1982,  Issue  22 


PLO%  —  holds  the  number  that  would  be 
poked  into  the  low  l>yie  when  placing  the 
address  into  rneniory, 

POK  —  holds  the  address  Iroin  which  PL09c 
and  PHlSt  are  derived. 

SELECT — holds  the  type  ol" output  selected 
—  see  hnes  402  to  470. 

STP  —  holds  t  hr  positive  decimal  siepijing 
interval  chosen. 

STPS  —  holds  die  stepping  interval  t  hosen 
which  is  later  c  hanged  and  stored  in  SIP, 

TB  —  the  horizontal  tab  valtie  desired. 
TN  —  liolds  the  intermediate  numbers  otihe 
decimal  adtlress  that  is  being  converted  into  a 
hex  address. 

VTB  —  used  to  control  the  vertical  tabbing  ot 

the  monitor  output. 

Some  Suggestions 

1  have  lound  that  tlie  easiest  wav  to  del>ug  a  pro- 


Figure  1:  Balloon  Diagram 


gram  wliile  1  am  entering  it  is  to  llrst  type  in  the 
exec:  program.  1  hen,  if  I  place  return  statements 
at  all  the  branching  locations,  I  can  check  tlie  EXEC 
lor  bugs.  Once  the  EXEC  is  free  ol  bugs,  I  add  one 
subioiuine  at  a  time  in  the  order  that  the  EXEC 
uses  them,  checking  ior  bugs  as  1  go. 

If  you  have  a  need  for  subroutines  which 
convert  munliers  from  hex  to  decimal  or  from 
decimal  to  hex,  two  subroutines  in  this  progiam 
may  be  of  help.  The  first  is  called  '^decimal  to  hex 
converter"  (lines  42  to  50).  4  he-  input  to  this  routine 
is  IN  w  hit  h  must  hold  a  posiiiv  c  decimal  number 
<6r)r):^(>.  l  he  output  is  H  VLS  whicli  holds  the  hex 
ec|uivalent  to  ihr  number  in  1*\.  14ie  second  is 
called  "tonveri  hex  to  IN  Tor  FP  decimal'  (lines 
lOOOto  l()r>()).  Ehe  input  to  this  routine  is  HVL$ 
winch  must  hold  a  hex  number  <  —  SFFFFand 
choice.  If  (  hoite  =  1  I  hen  \ou  get  the  j^ositive 
dec  imal  etjuivalent.  Otherwise  vou  g(  (  Int  BASIC  s 
ec|uivalent.  Fhe  output  is  a  decimal  number  in  1)\'F. 


10      GOTO    TOO 

12       IF  CHOICE  <    3   THEN    IN$    -=   STP$ :    GOSDB    1000:  STP 
100D:I-ST  =   DVL;IN$    «  FRST$:    GOSOB   lOOOiFRST   ^ 


=   DVL:IN$    «   LST$: 
DVL:    GOTO    16 


GOSUB 


March.  1932.  Issue  22  COMPUTEI  ^^ 


14  STP  =   VAL  {STP$):LST  =   VAL  (I^T$):FRST  =   VAL  (FRST$) 

16  VTB  =  7:TB  =  1:  IF  SELECT  ^   4  THEN   GOSUB  3100:  POKE   -  12526,83:  PRi 

1:  PRINT  :  PRINT  "CONVERTING  FROM  " ; :  ON  CHOICE  GOSUB  76,78,80,82,84 

,86:  POKE   -  12526,80 

18  XF  LST  <  0  THEN  LST  =  LST  +  65536:  IF  FRST  <  0  THEN  FRST  =  FRST  +  655 

36 

19  FOR  DVh   =   FRST  TO  I^T  STEP  STP:  IF  CHOICE  <   >  4  OR  CHOICE  <   >  6  THEN 

TN  =  DVL:  GOSUB  42 

20  IF  CHOICE  >=  3  AND  DVL  >  32767  OR  CHOICE  =  4  AND  DVL  >  32767  OR  CHOICE 

=  2  AND  DVL  >  32767  OR  CHOICE  r.    6  AND  DVL  >  32767  THEN  DVL  =  DVL  - 

65536 
22   IF  CHOICE  =  4  THEN  HVL?  =   STR$  (DVL):  IF  DVL  <  0  THEN  HVL$  =   STR^  ( 

DVL  +  65536) 
24   IF  CHOICE  =  6  THEN  HVL$  =   STR$  (DVL):  IF  DVL  <  0  THEN  DVL  =  DVL  +  65 

536 
26   GOSUB  92 

28   IF  SELECT  =  4  THEN   GOSUB  52:  GOTO  32 
30   GOSUB  62 

32   IF  DVL  <  0  THEN  DVL  ^  DVL  +  65536 
34   NEXT  DVL:  IF  SELECT  =  4  THEN   PRINT  :  PRi  0 
36   RETURN 
42  HVL$  =  "":  FOR  I  =  4  TO  1  STEP   -  1:A(5  -  I)  =   INT  (TN  /  (16  *  (I  -  1 

)J):TN  -  TN  ^  (A(5  -  I)  *  (16  «*  (I  -  1))):  NEXT  I 
44   FOR  I  =  1  TO  4:  IF  A(I)  <  10  THEN  A(I)  =  A(I)  +  48:  GOTO  46 
46  A(I)  =  A(I)  +  55 

48  A$(I)  =   CHR$  (A(IJ):HVL$  =  HVL$  +  A$(I):  NEXT  I 
50   RETURN 

52  DVL$  =   STR$  (DVL):  IF  CHOICE  <  3  TH^J  58 
54   PRJHT   SPC(  6  -   LEN  (DVL?)  );DVL$;  :  IF  CHOICE  -  5  OR  CHOICE  ^    3  THEN 

PRINT  ->$-;HVLSj  SPC(  1);:  GOTO  59 
56   PRIHT  ■>■;  SPC(  6  -   LM  (HVL$ ) ) ;  HVL$;  :  GOTO  59 

58  PRIHT  ■  S-;  SPC(  4  -   LQ*  {HVL$)  );HVL$;*>" ;  SPC(  6  -   LQJ  (DVL$));DVL 

$r 

59  PRINT   SPC(  9  -   LTO  ( PLO$ )  ) ; PLO$ ;  SPC(  14  -   LEN  (PHI$)  )  ;PHIS;  :TB  = 

TB  +  39:  IF  TB  >  42  OR  SELECT  -  2  OHEN  T©  =  1  :  PRINT 

60  lETAB  TB:  IF  TB  =  40  THEN   PRINT   SPC(  3)j 

61  RETURN 

62  RQ4 

63  DVL$  =   STR$  (DVL):  VTAB  VTB:  HTAB  TB:  IF  CHOICE  <  3  THEN  68 

64  PRINT   SPC(  6  -   LEK  (DVL$ )  )  ;DVL$;  :  IF  CHOICE  =  5  OR  CHOICE  «  3  THEN 

PRINT  ">$'";HVL$j  SPC(  2);:  GOTO  70 
66   PRINT  ">•;  SPC(  6  -   LEN  ( HVL? ) ) ;  HVL$ ;  SPCC  1);:  GOTO  70 
68   PRINT  "$0000>"r:  HTAB  TB  +  5  -   LEN  (HVL$):  PRINT  HVL$; :  HTAB  TB  +  1 2 

-   LEN  (DVLS):  PRINT  DVL?;  SPC(  2)j 

70  PRINT   SPC(  8  -   LEN  ( PLO? )  )  ; PLO$  j  SPC(  14  -   LEW  (PHI?  )  )  ?PHI$:  VTB  = 

VTB  +  1:  IF  VTB  >  23  THEN   HTAB  3:  INPUT  -PRESS  <RETURN>  TO  CLEAR  SO 
REEN-jIN?:  HOME  :VTB  =  6:TB  =  1:  GOTO  72 

71  GOTO  74 

72  IF  IN?  =  "Q"  THEN   POP  :  GOTO  100 

73  IF  SELECT  =  3  THEN  VTB  =  7 

74  RETURN 

76  PRINT  "HEX  TO  FP  DECIMAL":  GOSUB  88:  RETURN 

78  PRINT  "HEX  TO  INT  DECIMAL":  GOSUB  88:  REItlRN 

80  PRINT  "INT  DECIMAL  TO  HEX":  GOSUB  88:  RETURN 

82  PRINT  "INT  DECIMAL  TO  FP  DECIMAL":  GOSUB  88:  RETURN 

84  PRINT  "FP  DECIMAL  TO  HEX":  GOSUB  88:  RETURN 

86   PRINT  "FP  DECIMAL  TO  INT  DECIMAL":  GOSUB  88:  RETURN 

88   IF  SELECT  «=  2  THEN   PRINT  :  PRINT  "  CONVERSION    POKE  LO  BYTE   POKE  H 
I  BYTE":  RETURN 


^^  COMPUTE!  Mg  rcM982.  Issue  22 


89   PRINT  :  PRINT  *  CONVERSION    POKE  UO   BYTE   POKE  HI  BYTE    CONVERSION 
POKE  IX>  BYTE   POKE  HI  BYTE":  RETURN 

92  POK  «  DVL;  IF  POK  <  O  THEN  POK  «  POK  +  65536 

94  PH1%  -  POK  /  256:PJLO%  =  POK  -  PHI%  *  256 

96  PHI$  «   STR$  (PHI%):PIX>$  «  STR$    (PUO%>:  RETURN 

100   POKE   ^  16298,0:  TEXT  :  HOME  iFLAG  ^   O 

110   VTAB  7 

120   PRINT  •  1,  CONVERT  HEX  ADDRESSES  TO  FP  BASIC":  PRINT 

130   PRINT  ■  2.  CONVERT  HEX  ADDRESSES  TO  INT  BASIC:  PRINT 

135   PRINT  "  3.  CONVERT  INT  BASIC  ADDRESSES  TO  HEX":  PRINT 

140   PRINT  "  4.  CONVERT  INT  BASIC  ADDRESSES  TO  FP" :  PRINT 

150   PRINT  ■  5.  CONVERT  FP  BASIC  ADDRESSES  TO  HEX"  t  PRINT 

160   PRINT  "  6,  CONVERT  Fp  BASIC  ADDRESSES  TO  INT":  PRINT 

162   PRINT  "  ?•  QUIT":  PRINT 

165   PRINT  :  PRINT  "NOTE:  ENTERING  A  'Q'  AT  ANY  POINT  RETURNS 

YOU  TO  THIS  KENU," 

170   VTAB  4:  INPUT  "CHOOSE  ONE:";IN$ 

175   IF  IN$  =  "7"  THEN  9000 

178  CHOICE  =   VAL  ( IN$ ) :  IF  CHOICE  <  1  OR  CHOICE  >  6  THEN  100 

180   GOSOB  450:  GOSUB  460:  HOME  :  VTAB  1:  HTAB  13:  ON  SELECT  GOTO  190,195 
,200,210 

190   PRINT  ":  SINGLE  ENTRY  :  MONITOR":  GOTO  220 

195   PRINT  ":  SINGLE  ENTRY  :  PRINTER":  GOTO  220 

200   PRINT  ":  RANGE  ENTRY  :  MONITOR":  GOTO  220 

210   PRINT  ":  RANGE  EN!mY  :  PRINTER" 

220   BOME  :  IF  SELECT  <  3  TFTEN   PRINT  "ENTER  NUMBER":  GOTO  250 

230   KOHT  "FIRST  NUMBER";:  HEAB  22:  PRINT  "lAST  NtMBER" 

240   PRINT  "STEPPING  INTERVAL" 

250   FDR  I  ^  0  TO  39:  PRINT   CHRS  (45)?:  NEXT  Ir  PRINT  ■  CONVERSION    POK 

E  I/)  BYTE   POKE  HI  BYTE":  POKE  34,6:  IF  SELECT  <  3  THEN   POKE  34,5 
260   BONE 

280  CNT  -  0:TB  «  1  :VTB  =  7:  IF  SELECT  <  3  Tfrva^   VTB  =  6 
290   GOSOB  800 

300   ON  >SELBCT  GOSUB  3200,3200,12,12:  XF  SELECT  <  3  THEN  290 
310   VTAB  24:  HTAB  5:  CALL   ^  868:  INPUT  "PRESS  <RErURN>  TO  CONTINUE, ";  IN 

$:  GOTO  100 
450   BOME  :  HTAB  4:  ON  CHOICE  GOSUB  452,456,458,455,454,457:  FOR  I  =  0  TO 

39:  PRINT  CHR$  C45);:  NEXT  I:  POKE  34, 2r  RETURN 
452   PRINT  ■HEX->FP":  RETURN 

454  PRINT  "FP->HEX":  P.ETURH 

455  PRINT  "INT->FP":  RETURN 

456  PRINT  -HEX->INT  ":  RETURN 

457  PRINT  "FP-> INT":  RETURN 

458  PRINT  ■INT->HEX":  RETURN 
460   SOME  :  VTAB  8 

462  PRINT  -   U  SINGLE  ENTRY  ^  MONITOR  OUTPUT":  PRINT 

463  PRINT  ■   2,  SINGLE  ENTRY  -  PRINTER  OUTPUT":  PRINT 

464  PRINT  "   3.  RANGE   ENTRY  -  MONITOR  OUTPDT";  PRINT 
466   PRINT  -   4.  RANGE  INTRY   -  PRINTER  OOTPOT" :  PRINT 

468   VTAB  6:  INPUT  "CHOOSE  ONE:";IN$:  IF  IN$  =  "QP"  THIM   POP  :  GOTO  100 

470  SELECT  =   VAL  { IN$ ) 

472   IF  SELECT  <  1  OR  SELECT  >  4  THEN  460 

474   RETURN 

500   FOR  I  =  1  TO   LEN  (IN$):  IF   ASC  (  MID$  {IN$,I,1))  >  70  OR   ASC  (  HIDS 

{IN$,I,1))  <   48  THEN  520 
510   IF   ASC  (  MID$  {IN$,I,1)>  >  57  AND   ASC  (  MID?  (IN$,I,1))  <  65  THEN   520 

512   NEXT  I:  RETURN 

520  FLAG  =  1 :  RETURN 

700   FOR  I  =  1  TO   LEN  ( IN$ ) 


MaTcM98Z  Issue  22 


COMPUTEI  ''^^ 


705      IF      ASC    (    HID$    (IN$,I))    >    57   OR.  ASC    (    MID$    ( IN$ ,  I )  )    <    48   THEN   710 

709  NEXT  I:  RETURN 

710  FLAG  =  1 :  RETURN 

800   IF  SELECT  >  2  THEN  815 

805   VTAB  3:  HTAB  13:  CALL   -  868:  GOSUB  950:  IF  FLAG  =  1  THEN  FLAG  =  0:  GOTO 

805 
eiO   GOTO  835 
815   VTAB  3:  HTAB  13:  POKE  33,21:  CALL   -  868:  GOSUB  950;FRST$  =  IN$ :  POKE 

33,40:  IF  FLAG  ==  1  THEN  FLAG  =  0:  GOTO  815 
820   VTAB  3;  HTAB  33:  CALL   -  868:  GOSUB  950:LST$  =  IN$:  IF  FLAG  -  1  THEN 

FLAG  =  0;  GOTO  820 
825   VTAB  4:  HTAB  18:  CALL   -  868:  GOSUB  950:STP$  =  IN$ :  IF  DVL  <  0  THEN 

FLAG  =  1 
830   IF  FLAG  =  1  THEN  FLAG  =  0:  GOTO  825 
835   RETURN 

950   IF  CHOICE  >  2  THEN  970 

955   INPUT  ■=$'';IN$:  IF  IN$  =  "  Q"  THEN   POP  :  POP  :  GOTO  100 
957   IF  IN$  -  ""  THEN  FLAG  -    1:  GOTO  995 
960   IF   LEN  (IN$)  >  4  THEN  FLAG  =  1:  GOTO  995 
965   GOSUB  500:  GOTO  995 

970   INPUT  "  =  -;IN$:  IF  IN$  =  "  Q'  THEN   POP  :  POP  :  GOTO  100 
972   IF  IN$  =  ""  THEN  FLAG  =  1;  GOTO  995 

975   IF  CHOICE  <  5  AND   VAL  ( IN$ )  <   -  32767  THEN  FLAG  =  1:  GOTO  995 
977   IF  CHOICE  <  5  AND   VAL  (  IN$ )  >  32767  THEN  FLAG  =  1:  GOTO  995 
980   IF  CHOICE  >  4  AND   VAL  ( IN$  )  <  0  THEN  FLAG  =  1:  GOTO  995 
983   IF  CHOICE  >  4  AND   VAL  ( IN$ )  >  65535  THEN  FLAG  =  1:  GOTO  995 
985  DVL  =   VAL  ( IN$ )  :  IF  DVL  <  0  THEN  IN$  =   MID$  (IN$,2):  GOSUB  700:  INS  = 
STRS  (DVL  +  65536) ;  GOTO  995 

990   GOSUB  700 

995   RETURN 

1000  HVL?  =  IN$ 

1010  DVL  =  0:  FOR  I  =  1  TO   LEN  ( IN$ )  :  IF   ASC  (  MID?  CIN$,I,1))  >  64  THEN 

N  =   ASC  (  MID$  {IN$,I,1))  -  55 
1018   IF   ASC  (  MID$  (IN$,I,1))  <  64  THEN  N  =   ASC  (  MID$  (IN$,I,1))  -  48 

1020  DVl' =  DVL  +  N  *  16  ®  (  LEN  (IN$)  -  I):  NEXT  I 

1030   IF  CHOICE  =  1  THEN  1050 

1040   IF  DVL  >  32767  THEN  DVL  =  DVL  -  65536 

1050   RETURN 

3100   FOR  I  =  1  TO  7 

3110  J  =   -  16384  +  256  *  I 

3120   IF   PEEK  (J  +  23)  =  201  AND   PEEK  (J  +  55)  ^   207  AND   PEEK  (J  +  76) 

=  234  THEN   RETURN 
3130   NEXT  I 

3140   HOME  :  VTAB  10:  PRINT  "NO  SILENTYPE  PRINTER  INSTALLED.":  PRINT  "SEL 
ECTION  ABORTED!":  FOR  K  =  1  TO  3000:  NEXT  K:  POP  :  RETURN 

3200   IF  CHOICE  <  3  THEN   GOSUB  1000:  GOSUB  92:  GOSUB  62;  GOTO  3230 

3210   IF  CHOICE  =  3  OR  CHOICE  =  5  THEN  1^  =   VAL  (IN$):  GOSUB  42:  GOSUB  9 

2:  GOSUB  62:  GOTO  3230 
3220  HVL?  =  IN$:  IF  CHOICE  =  6  AND   VAL  ( IN$ )  >  32767  THEN  HVL?  ^   STR$  ( 

DVL  -  65536) 
3225   GOSUB  92:  GOSUB  62 
3230   IF  SELECT  =  2  AND  CNT  =  0  TOEN   GOSUB  3100:  POKE   -  12526,83:  PR#  1 

:  PRINT  :  PRINT  "CONVERTING  FROM  " ; :  ON  CHOICE  GOSOB  76,78,80,82,84, 

86:  CNT  =  CNT  +  1 
3240   IF  SELECT  =  2  THEN   PR#  1:  GOSOB  52:  PR#  0 
3250   RETURN 

9000   POKE   -  16300,0:  POKE  -  16298,0:  TEXT  :  CALL   »  936:  POKE   -  16368 
,  0:  END 


168 


COMPUTEJ 


March.  1982,  Issue  22 


More  VIC  Maps 


Jim  Butterfield 
TorontQ  Canada 


Editors  iVofe:  For  more,  seejuns  VIC  maps  in  last 
month's  issue.  COMPUTEi  #20.  —  RTM 

lt\s  interesting  to  look  at  the  innards  olLlae  VK^  In 
some  ways,  it's  much  like  the  PET/CBM  and  many 
things  are  qtiiie  recognizable.  But  new  things  have 
crept  in,  too:  some  are  associated  with  new  features 
such  as  color,  others  are  there  to  implement 
advanced  ideas  such  as  an  improved  INPUT  state- 
ment. Inner-space  explorers  will  recognize  many 
familiar  landmarks. 

The  most  noticeable  new  feature  is  the  massive 
tables  of  vectors  and  links  that  have  been  imple- 
mented in  page  three.  In  hopes  of  explaining 
things  better,  I  am  using  the  terms  rather  carefully. 
Both  vectors  and  links  are  addresses  in  RAM.  An 
advanced  application  |)rogram  can  use  these  ad- 
dresses, or  even  change  them;  and  tliis  gives  the 
VIC  remarkable  piogramming  ilexibility.  The 
term  "Link''  is  used  when  the  address  is  normally 
used  to  connect  adjacent  code;  in  this  case,  it  doesn't 
affect  tlie  progiam  flow  until  the  link  is  broken 
with  a  new  addiess.  A  vector,  on  the  other  liand,  is 
used  as  a  jump  point,  and  the  normal  program 
jumps  somewhere  else  through  the  vectt>r.  In 
other  words,  a  ROM  program  hits  a  link  point  and 
normally  keeps  going;  it  hits  a  vector  point  and 
branches. 

I  wish  Commodore  had  chosen  to  keep  VIC 


add  I  esses  compatible  with  those  in  the  PET/CBM. 
If  they  had  done  so»  many  programs  would  have 
been  portable  between  machines  with  no  co<:ling 
changes  at  all.  But  that's  wishful  tliinking  and, 
since  many  things  are  still  the  same  style,  it's  not  a 
serious  hardship  to  trim  up  the  PEEK  and  POKE 
addresses  for  transfer  U)  the  VIC. 

1  have  inserted  the  "normal"  address  contents 
of  inany  of  the  link.s/vectois  in  the  brackets  behind 
the  description;  ihey  may  not  be  valid  for  cinrent 
machines,  but  a  serious  user  can  easily  PEEK  them 
himself. 

The  input  and  output  ports  are  somewhat 
congested.  There  are  almost  as  many  I/O  bits  avail- 
able as  on  the  PE  17CBM,  but  extra  features  such  as 
joysticks  and  RS232  have  caused  a  bit  of  a  crunch. 

The  Video  Interface  Chip  (VIC)  itself  is  a 
remarkable  piece  of  electronics.  I  hope  m)  chart 
helps;  but  a  full  description  can  only  be  obtained  in 
Commodore's  technical  reference, 

I  haven't  nt>ted  the  standard  Jump  Table  in 
this  map.  Near  the  top  of  both  the  PET  and  the 
VIC  are  a  series  of  standard  locations  to  allow 
inputting,  ouiputting,  checking  tlie  stop  key,  and 
other  jobs.  Users  familiar  with  their  use  in  the 
PET/CBM  will  be  pleased  to  know^  that  the  jtmip 
Table  is  exactly  the  same  in  the  VIC.  All  of  the  old 
favorites,  such  as  FFD2  for  PRINT  and  FFE4  for 
GET  are  still  there. 

Beginners  shouldiTt  be  scared  by  the  mass  of 
technical  detail  given  here.  The  VIC  can  be  tised 
effectively  without  any  of  this  information.  But  for 
those  who  love  to  tinker  with  the  innards  of  the 
machine,  there's  a  lifetime  of  experimental  PEEK- 
ing  and  POKEing  to  be  done;  this  map  will  help 
direct  vour  efforts. 


VIC  Zero  Page  Memory  Map 


Hex 

Decimal 

0000- 

.0002 

0-2 

0003- 

•  0004 

3-4 

0005- 

■0006 

5-6 

OOOT 

7 

0008 

8 

0009 

9 

OOOA 

10 

OOOB 

11 

OOOC 

12 

OOOD 

13 

OOOE 

14 

OOOF 

15 

0010 

16 

0011 

17 

0012 

18 

0013 

19 

0014- 

-0015 

20-21 

Description 

USR   jump 

Float-Fixed   vector 

Fixed -Float   vector 

Search   character 

Scan-quotes    flag 

TAB  column  save 

0=LOAD,  1= VERIFY 

Input   buffer   pointer///    subscrpt 

Default   DIM   flag 

Type:    FF=string,    00=numeric 

Type:    80=:integer,    OO^floating   point 

DATA  scan/LIST   quote/memry   flag 

Subscript/FNx    flag 

0=INPUT;$40=GET;$98=READ 

ATN  sign/Comparison  eval  flag 

Current  I/O  prompt  flag 

Integer  value 


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i70  COMPUTE!  March.  1982  Issue  22 

0016  22  Pointer:    temporary    strg   stack 

0017-001«  23-24  Last    temp    string   vector 

0019-0021  25-33  Stack   for    temporary    strings 

0022-0025  34-37  Utility   pointer    area 

0026-002A  38-42  Product    area   for    multiplication 

002B-002C  43-44  Pointer:    Start-of-Basic 

00  2D-002E  45-45  Pointer:    Start- of- Variables 

002F-0030  47-48  Pointer:    Start-of-Arrays 

0031-0032  49-50  Pointer:    End-of-Arrays 

0033-0034  51-52  Pointer:    Str ing-stor age(moving   down) 

0035-0036  53-54  Utility   string   pointer 

0037-0038  55-56  Pointer:    Limit-of-memory 

0039-003A  57-58  Current   Basic   line   number 

003B-003C  59-60  Previous   Basic  line    number 

0O3D-OO3E  61-62  Pointer:    Basic    statement    for    CONT 

003F-0040  63-64  Current   DATA  line    number 

0041-0042  65-66  Current   DATA   address 

0043-0044  67-68  Input    vector 

0045-0046  69-70  Current   variable   name 

0047-0048  71-72  Current   variable   address 

0049-004A  73-74  Variable   pointer    for    FOR/NEXT 

004B-004C  75-76  Y-save;    op-save;    Basic   pointer   save 

004D  77  Comparison   symbol    accumulator 

004E-0053  78-83  Misc   work   area,    pointers,    etc 

0054-0056  84-86  Jump  vector    for    functions 

0057-0060  87-96  Misc    numeric  work   area 

0061  97  Accum#1:    Exponent 

0062-0065  98-101  Accum#1:    Mantissa 

0066  102  Accum#1:    Sign 

0067  103  Series    evaluation   constant   pointer 

0068  104  Accum//1    hi-order   (overflow) 
0069-006E  105-110  Accum#2:    Exponent,    etc, 
OO6F  111  Sign   comparison,    Acc#1    vs   #2 
0070  112  Accum#1    lo-order   (rounding) 
0071-0072  113-114  Cassette  buff   len/Series    pointer 
0073-008A  115-138  CHRGET  subroutine;    get  Basic   char 
007A-007B  122-123  Basic   pointer    (within    subrtn) 
008B-008F  139-143  RND   seed   value 

0090  144  Status  word   ST 

0091  145  Keyswitch   PIA:    STOP    and    RVS   flags 

0092  146  Timing   constant   for    tape 

0093  147  Load^O,    Verify=1 

0094  148  Serial    output:    deferred    char    flag 

0095  149  Serial    deferred   character 

0096  150  Tape    EOT   received 

0097  151  Register    save 

0098  152  How  many   open   files 

0099  153  Input    device,    normally    0 
009A  154  Output    CMD    device,    normally    3 
009B  155  Tape    character   parity 

009c  156  Byte-received    flag 

009D  157  Direct=$80/RUN=0   output    control 

009E  158  Tp   Pass    1    error    log/char   buffer 

009F  159  Tp   Pass   2   err   log   corrected 

00AO-O0A2  160-162  Jiffy    Clock   HML 

00A3  163  Serial    bit    count/EOI    flag 


March,  1982.  Issue  22 


COMPUTil 


171 


00  A4 

00A5 

00A6 

00A7 

00A8 

00A9 

OOAA 

OOAB 

OOAC. 

OOAE. 

OOBO 

00B2 

00B4 

00B5 

00  B6 

00B7 

00B8 

00B9 

OOBA 

OOBB 

OOBD 

OOBE 

00  BF 

OOCO 

00C1 

00C3 

00C5 

00C6 

00C7 

00C8 

00C9 
OOCB 

oocc 

OOCD 
OOCE 
OOCF 
OODO 
00D1 
00D3 
0004 
00D5 
00D6 
00D7 
00D8 
00D9 
00F1 
00F2 
00F3 
OOFS 
00F7 
00F9 
OOFF 


00  AD 

00  AF 

■  00B1 

■0033 


-OOBC 


•  0UC2 
•00C4 


-00  CA 


-00D2 


-OOFO 


■00F4 
■00F6 
.00F8 
■OOFA 
010A 


164  Cycle   count 

165  Countdown, tape   write/bit    count 

166  Tape   buffer   pointer 

167  Tp  Wrt   Idr   count/Rd   pass/inbit 

168  Tp  Wrt    new   byte/Rd   error/inbit    cnt 

169  Wrt    start  bit/Rd   bit   err/stbit 

170  Tp   Scan ;Cnt ;Ld;End/byte   assy 

171  Wr  lead    length/Rd   checksum/parity 
172-173  Pointer:    tape   bufr,    scrolling 
174-175  Tape    end    adds/End    of  program 
176-177  Tape    timing    constants 

178-179  Pntr:    start    of   tape   buffer 

180  1=Tp   timer   enabled;    bit   cnt 

181  Tp   E0T/RS232    next   bit    to   send 

182  Read   character   error/outby te  buf 

183  #  characters    in   file   name 

184  Current   logical    file 

185  Current    secndy    address 

186  Current   device 
187-188  Pointer    to   file   name 

189  Wr   shift  word/Rd   input    char 

190  #   blocks    remaining   to  Wr/Rd 

191  Serial    word   buffer 

192  Tape   motor    interlock 
193-194  I/O   start    adds 
195-196  Kernel    setup   pointer 

197  Last   key   pressed 

198  #   chars    in   keybd    buffer 

199  Screen    reverse    flag 

200  End-of-line    for    input    pointer 
201-202  Input    cursor    log    (row,    column) 

203  Which  key:      64    if   no   key 

204  0=flash   cursor 

205  Cursor    timing   countdown 

206  Character   under  cursor 

207  Cursor    in  blink   phase 

208  Input    from   screen/from  keyboard 
209-210  Pointer    to   screen   line 

211  Position   of   cursor    on   above  line 

212  Ordirect    cursor,    else    programmed 

213  Current    screen   line   length 

214  Row  where   curosr   lives 

215  Last    inkey/checksum/buf fer 

216  #   of   INSERTS    outstanding 
217-240  Screen   line   link   table 

241  Dummy    screen   link 

242  Screen    row  marker 
243-244  Screen    color    pointer 
245-246  Keyboard   pointer 
247-248  RS-232    Rev   pntr 
249-250  RS-232    Tx   pntr 

256-266  Floating   to  ASCII  work   area 


[Additional  VIC  Maps  appeimd  in  OOfA?\SW.,J(numn 
1 982,  #20,  pgs.  IS  I -3.— Ed] 


172 


COMPUTE! 


March.  1982.  Issue  22 


FF8A-FFF5  65418-65525  Jump  Tabler  Including: 
FFC6  -  Set  Input  channel 
FFC9  -  Set  Output  channel 
FFCC  -  Restore  default  I/O  channels 
FFCF  -  INPUT 
FFD2  -  PRINT 
FFEl  -  Test  Stop  key 
FFE4  -  GET 


cOOO 

ROM  control  vectors 

cble 

Print  message  from  (y^a) 

cOOc 

Keyword 

action  vectors 

cb3b 

Print  format  character 

c052 

Function 

vectors 

cb4d 

Bad" input  routines 

c080 

Operator 

vectors 

cb7b 

Perform  [GET] 

c09e 

Keywords 

cba5 

Perform  [INPUT#] 

cl9e 

Error  messages 

cbbf 

Perform  [INPUT] 

c328 

Error  message  vectors 

cbf9 

Prompt  &  input 

C365 

Miscellaneous  messages 

cc06 

Perform  [READ] 

c38a 

Scan  stack  for  FOR/GOSUB 

ccfc 

Input  error  messages 

c3b8 

Move  memory 

cdle 

Perform  [NEXT] 

c3fb 

Check  stack  depth 

cd78 

Type-match  check 

c408 

Check  memory  space 

cd9e 

Evaluate  expression 

c435 

'OUT  OF 

MEMORY' 

cea8 

Constant  -  PI 

c437 

Error  routine 

cefl 

Evaluate  within  brackets 

c469 

Break  en 

try 

cef7 

Check  for  M  ' 

c474 

'READY. ■ 

ceff 

Check  for  comma 

c480 

Ready  for  Basic 

cf08 

Syntax  error 

c49c 

Handle  new  line 

cfl4 

Check  range 

c533 

Re-chain 

lines 

cf28 

Search  for  variable 

c560 

Receive 

input  line 

cfa7 

Set  up  FN  reference 

c579 

Crunch  tokens 

cfe6 

Perform  [OR] 

c613 

Find  Basic  line 

cfe9 

Perform  [AND] 

c642 

Perform 

[NEW] 

d016 

Compare 

c65e 

Perform 

[CLR] 

d081 

Perform  [DIM] 

c68e 

Back  up 

text  pointer 

d08b 

Locate  variable                « 

c69c 

Perform 

[LIST] 

dll3 

Check  alphabetic 

C742 

Perform 

[FOR] 

dlld 

Create  variable 

c7ed 

Execute 

Statement 

dl94 

Array  pointer  subroutine 

c81d 

Perform 

[RESTORE] 

dlaS 

Value  32768 

c82c 

Break 

dlb2 

Float-fixed  conversion 

c82f 

Perform 

[STOP] 

dldl 

Set  up  array 

c831 

Perform 

[END] 

d245 

*BAD  SUBSCRIPT' 

c857 

Perform 

[CONT] 

d248 

*  ILLEGAL  QUANTITY' 

c871 

Perform 

[RUN] 

d34c 

Compute  array  size 

c883 

Perform 

[GO SUB] 

d37d 

Perform  [FRE]                   ' 

c8aO 

Perform 

[GOTO] 

d391 

Fixed-float  conversion          ^ 

c8d2 

Perform 

[RETURN] 

d39e 

Perform  [POS] 

c8f8 

Perform 

[DATA] 

d3a6 

Check  direct 

c906 

Scan  for 

■  next  statement 

d3b3 

Perform  [DEF] 

c928 

Perform 

[IF] 

d3el 

Check  FN  syntax                « 

c93b 

Perform 

[REM] 

d3f4 

Perform  [FN] 

c94b 

Perform 

[ON] 

d465 

Perform  [STR$] 

c96b 

Get  fixed  point  number 

d475 

Calculate  string  vector 

c9a5 

Perform 

[LET] 

d487 

Set  up  string 

ca80 

Perform 

[ PRINT #] 

d4f4 

Make  room  for  string 

ca86 

Perform 

[CMD] 

d526 

Garbage  collection 

caaO 

Perform 

[PRINT] 

dSbd 

Check  salvageability 

March.  1982.  Issue  22 

COMPUTE! 

d606 

Collect   string 

dfed 

d63cl 

Concatenate 

e040 

d67a 

Build  string   to  memory 

e056 

d6a3 

Discard  unwanted   string 

e094 

d6db 

Clean   descriptor    stack 

e0f6 

d6ec 

Perform    [CHR$] 

el27 

d700 

Perform    [LEFT$I 

el53 

d72c 

Perform    [RIGHT$] 

el62 

d73  7 

Perform    [MID$I 

el65 

d761 

Pull  string  parameters 

elbb 

d77c 

Perform    [LEN] 

elc4 

d782 

Exit   string-mode 

eldl 

d78b 

Perform    [ASC] 

e203 

d79b 

Input   byte  parameter 

e20b 

d7ad 

Perform    [VAL] 

e216 

d7eb 

Get   params  for   poke/wait 

e261 

d7f7 

Float-fixed 

e268 

dSOd 

Perform    [PEEK] 

e2bl 

d824 

Perform    [POKE] 

e30b 

d82d 

Perform    [WAIT] 

e37  8 

d849 

Add   0.5 

e387 

d850 

Subtract-f rom 

e3a4 

d853 

Perform    [SUBTRACT] 

e429 

d86a 

Perform    [ADD] 

e44f 

d947 

Complement  fac#l 

e45b 

d97e 

•OVERFLOW 

e467 

d983 

Multiply  by   zero   byte 

e476 

d9ea 

Perform    [LOG] 

e4aO 

da2b 

Perform    [MULTIPLY] 

e4a9 

da59 

Multiply-a-bit 

e4b2 

da8c 

Memory  to  FAC#2 

e4bc 

dab7 

Adjust    FAC#l/#2 

eSOO 

dad4 

Unde  rf low/o ve  rf low 

e505 

dae2 

Multiply  by   10 

eSOa 

daf9 

+10    in   floating  pt 

e518 

dafe 

Divide  by  10 

e54c 

dbl2 

Perform    [DIVIDE] 

e55f 

dba2 

Memory  to  fac#l 

e581 

dbc7 

FAC#1    to  memory 

e587 

dbfc 

FAC#2    to    fac#l 

eSbb 

dcOc 

FAC#1    to   FAC#2 

e5c3 

dclb 

Round   FAC#1 

eScf 

dc2b 

Get   sign 

e64f 

dc39 

Perform    [SGN] 

e6b8 

dc58 

Perform    [ABS] 

e6c5 

dc5b 

Compare  FAC#1   to  mem 

e6ea 

dc9b 

Float-fixed 

e715 

dccc 

Perform    [INT] 

e72d 

dcf3 

String  to  fac 

e742 

dd7e 

Get   ascii  digit 

e8c3 

dddd 

Float  to  ascii 

e8d8 

dfl6 

Decimal   constants 

e8e8 

df3a 

TI   constants 

e8fa 

df71 

Perform    [SQR] 

e912 

df7b 

Perform    [POWER] 

e921 

dfb4 

Perform    [NEGATIVE] 

e929 

173 


Perform  [EXP] 
Series  evaluate  1 
Series  evaluate  2 
Perform  [RND] 
??  Breakpoints  ?? 
Perform  [SYS] 
Perform  [SAVE] 
Perform  [VERIFY] 
Perform  [LOAD] 

Perform  [OPEN] 

Perform  [CLOSE] 

Parameters  for  load/save 

Check  default  parameters 

Check  for  comma 

Parameters  for  open/close 

Perform  [COS] 

Perform  [SIN] 

Perform  [TAN] 

Perform  [ATN] 

Initialize 

CHRGET  for  zero  page 

Initialize  Basic 

Power-up  message 

Vectors  for  $300 

Initialize  vectors 

Warm  restart 

Program  patch  area 

Serial  output  *1' 

Serial  output  *0' 

Get  serial  input  &  clock 

Program  patch  area 

Set  6522  addrs 

Set  screen  limits 

Track  cursor  location 

Initalize  I/O 

Normalize  screen 

Clear  screen 

Home  cursor 

Set  screen  pointers 

Set  I/o  defaults 

Set  vie  chip  defaults 

Input  from  keyboard 

Input  from  screen 

Quote  mark  test 

Set  up  screen  print 

Advance  cursor 

Retreat  cursor 

Back  into  previous  line 

Output  to  screen 

Go  to  next  line 

Do  'RETURN* 

Check  line  decrement 

Check  line  increment 

Set  colour  code 

Colour  code  table 

Code  conversion 


COMPUTE! 


March,  1982.  Issue  22 


e975 

Scroll  screen 

f20e 

e9ee 

Open  space  on  screen 

f250 

ea56 

Move  screen  line 

f27a 

ea6e 

Synch  colour  transfer 

f290 

ea7e 

Set  start-of-line 

f2c7 

eaSd 

Clear  screen  line 

f309 

eaal 

Print  to  screen 

f34a 

eaaa 

Store  on  screen 

f3cf 

eab2 

Synch  colour  to  char 

f3df 

eabf 

Interrupt  (IRQ) 

f3ef 

eble 

Check  keyboard 

f3f3 

ecOO 

Set  text  mode 

f40a 

ec46 

Keyboard  vectors 

f495 

ec5e 

Keyboard  maps 

f4c7 

ed21 

Graphics/text  control 

f542 

ed30 

Set  graphics  mode 

f647 

ed5b 

Wrap  up  screen  line 

f659 

ed6a 

Shifted  key  matrix 

f66a 

eda3 

Control  key  matrix 

f675 

ede4 

Vic  chip  defaults 

f728 

edfd 

Screen  line  adds  low 

f734 

eel4 

Send  'talk' 

f760 

eel7 

Send  'listen' 

f767 

eelc 

Send  control  char 

f770 

ee49 

Send  to  serial  bus 

f77e 

eeb7 

Timeout  on  serial 

f7af 

eecO 

Send  listen  SA 

f7e7 

eec5 

Clear  ATN 

f84d 

eece 

Send  talk  SA 

f854 

eee4 

Send  serial  deferred 

eef6 

Send  'untalk' 

f867 

ef04 

Send  'unlisten' 

f88a 

efl9 

Receive  from  serial  bus 

f  894 

ef84 

Clock  line  on 

f  Sab 

efSd 

Clock  line  off 

f  8b7 

^t  rt  _  rt 

ef96 

Delay  1  ms 

f  8c0 

efa3 

RS232  send  (NMI) 

f8e3 

ef  ee 

New  RS23  2  byte  send 

f8f4 

f016 

Error  or  quit 

f94b 

f027 

Compute  bit  count 

f95d 

f036 

RS232  receive  (NMI) 

f98e 

f05b 

Setup  to  receive 

faad 

f09d 

Receive  parity  error 

fbd2 

f0a2 

Receive  overrun  error 

fbdb 

fOaS 

Receive  break  error 

fbea 

fOaS 

Receive  frame  error 

fc06 

f0b9 

Bad  device 

fcOb 

fObc 

File  to  RS232 

fc95 

fOed 

Send  to  RS232  buffer 

fccf 

fll6 

Input  from  RS232  buffer 

fcf6 

fl4f 

Get  from  RS232  buffer 

fd08 

fl60 

Check  serial  bus  idle 

fdll 

fl74 

Messages 

fdlb 

fle2 

Print  if  direct 

fd22 

flfS 

Get.. 

fd3f 

f205 

..from  RS232 

fd52 

Input 

Get..  tape/serial/RS232 

Output. . 

..to  tape 
Set  input  device 
Set  output  device 
Close 
Find  file 
Set  file  values 
Abort  all  files 
Restore  default  I/O 
Do  file  opening 
Send  SA 
Open  RS23  2 
Load  program 
'SEARCHING' 
Print  file  name 
•  LOADING/VERIFYING ' 
Save  program 
' SAVING ' 
Bump  clock 
Get  time 
Set  time 
Action  stop  key 
File  Error  Messages 
Find  any  tape  header 
Write  tape  header 
Get  buffer  address 
Set  buffer  start, 
end  pointers 
Find  specific  header 
Bump  tape  pointer 
'PRESS  PLAY  . .  ' 
Check  cassette  status 
'PRESS  RECORD  . . ' 
Initiate  tape  read 

Initiate  tape  write 

Common  tape  read/write 

Check  tape  stop 

Set  timing 

Read  bits  (IRQ) 

Store   characters 

Reset  pointer 

New   tape    character   setup 

Toggle   tape 

Data  write 

Tape   write    (IRQ) 

Leader   write    (IRQ) 

Restore   vectors 

Set   vector 

Kill   motor 

Check   read/write  pointer 

Bump   read/write  pointer 

Power up   entry 

Check  A-rom 

Set   kernal2 


March,  1982  tssue  22 


COMPUTEI 


175 


fdSd  Initialize  system  constants 

fdfl  IRQ  vectors 

fdf9  Initialize  I/O  regs 

fe49  Save  data  name 

feSO  Save  file  details 

fe57  Get  status 

fe66  Flag  ST 

fe6f  Set  timeout 

fe73  Read/set  top  of  memory 

fe82  Read/set  bottom  of  memory 

fe91  Test  memory  location 

fea9  NMI  interrupt  entry 

fed2  RESET/STOP  warm  start 

fede  NMI  RS232  sequences 

ff56  Restore  &  exit 

ffSc  RS23  2  timing  table 

ff72  Main  IRQ  entry 

ffSa  Jumbo  jump  table 

fffa  Hardware  vectors  € 


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176 


COMPUTE! 


March,  1982.  Issue  22 


EPROM 

Reliability 


Michael  E,  Day 
West  Linn,  OR 


Although  EPROMs  are  in  widespread  use,  there 
are  continuing  prolilenis  with  the  tise  of  the  device 
affecting  their  overall  reliability. 

The  following  report  describes  how  to  obtain 
tlie  maxinunn  performance  and  reliability  froni 
the  2708  EPROM.  1  he  concepts  invohed,  however, 
may  be  applied  to  most  of  the  ultra-violet  erasable 
PRO  Ms  oti  the  market  to  date. 

The  EPROM  celf  consists,  basically,  of  a  ca- 
pacitor which  either  has  a  charge  on  it  or  does  not. 
The  charge  is  created  by  applying  a  high  voltage 
pulse  to  the  device,  and  is  removed  by  exposing  the 
device  to  high  intensity  ultra-violet  light. 

The  cell  is  programmed  by  injection  of  high 
energy  electrons  through  the  oxide  onto  the 
floating  gate.  Once  there,  the  charge  is  trapped,  as 
there  are  no  electtical  connections  to  this  floating 
gate.  This  action  is  similar  to  the  action  of  a  zener 
diode  in  tliat,  as  the  voltage  increases,  ii  linally 
passes  a  pf)int  where  it  can  overcome  the  barrier 
presented  by  the  silicon  oxide  surrounding  the 
gate  and  allows  the  electrons  to  flow  to  the  gate 
and  collect  there.  As  the  voltage  is  removed  it 
f nially  drops  to  a  point  where  it  can  no  longer 
maintain  the  bridge  through  the  oxide,  and  it 
again  becomes  isolated.  However,  the  gate  now  has 
a  charge  of  electrons  on  it. 

The  charge  is  removed  from  the  cell  by  expo- 
sure witli  ultra-violet  light  of  the  correct  wave 
length  (2r>37A)  and  energy  (10  watt  seconds/cm") 
which  will  impart  stif  ficient  photon  energy  to  the 
trapped  electrons  to  allow  the  floaung  gate  to  be 
lully  discharged. 

1  he  presence  of  charge  on  the  floaiing  gate 
causes  a  shift  of  the  cell  threshold.  In  the  discharged 
state  (no  charge  on  the  floating  gate)  the  cell  has  a 
low  threshold,  and  selection  of  the  cell  turns  on  the 
transistor.  Storing  a  charge  on  the  gate  shifts  the 
dneshold  of  the  cell  above  the  select  voltage  so  that 
the  transistor  will  not  itn  n  on  when  it  is  selected. 
The  amount  of  charge  on  the  gate  determines  the 
level  of  select  voltage  at  which  the  transistor  will 
change  from  a  n(Mi'Conducting  to  a  condticting 
state.' The  cell  is  designed  so  that  the  dischaiged 
threshold  and  charged  threshold  are  equally  above 
and  below  the  select  voltage.  This  provides  for 
maximum  immunity  against  marginal  cells. 


Data  retention  can  be  measured  by  baking  the 
device  at  an  elevated  temperature  (250°C).  168 
hours  at  this  temperature  is  equivalent  to  10  years 
at  70°C'.  Test  samplings  have  shown  that  the  time 
to  5%  batch  failine  is  100  years. 

ExperimeiUs  ha\  e  been  made  to  determine 
the  effects  of  prolonged  exposure  to  UV  light. 
Through  the  first  20  hours  the  threshold  voltage 
increased  slighdy  after  whicli  it  stabilized  oul  to  30 
days  at  wdiich  time  the  test  was  terminated.  Al- 
though no  study  has  been  made  to  determine  what 
is  causing  the  initial  change,  it  is  thought  to  be 
caused  by  some  radiation  damage  catised  by  the  UV. 

It  is  believed  that  UV  lamps  with  short  wave- 
lengths (less  than  I800A)  and  high  intensity  can 
ionize  oxide  with  long  exjjosure.  The  theory  is  that 
this  will  shift  the  threshold  until  the  part  will  not 
function  properly.  This  is  not  a  permanent  shift 
and  a  bake  at  150°  for  24  hotirs  should  correct  the 
problem. 

Some  EPROMs  exhibit  a  sensitivity  to  ambient 
light.  This  does  not  erase  them,  but  they  may  not 
function  properly.  This  is  a  common  |Dhenomenon 
with  most  semiconductors.  Covering  ihe  lid  with 
some  sort  of  opaque  niateriai  will  prevent  this. 

For  a  giveii  de\  ice,  given  that  the  programming 
equipment  is  operating  at  factory  specifications, 
the  fai hue  to  take  a  charge  is  device-related,  and 
attempts  to  bring  the  charge  level  higher  bv  re])ro- 
grannning  will  seldom  l>e  successf  til.  Failure  lo 
erase  is  the  most  common  problem.  There  are 
many  factors  which  can  cau^e  inadequate  erastu  e; 
among  them  are  weak  U V  lamp  due  to  age,  dirt  on 
the  IC  (both  internal  and  external),  dirt  on  the  UV 
lamp,  erase  requiremeiUs  otUside  of  noiinal  s|)eci- 
fications,  or  a  clefective  component. 

The  EPROM  is  read  by  determining  if  the 
charge  on  the  capacitor  of  the  cell  is  above  or  below^ 
the  threshold  of  the  sensing  transistor  (the  threshold 
being  that  level  of  applied  voltage  which  causes  the 
transistor  to  change  from  a  non-condticting  state  to 
a  conducting  stale).  This  threshold  can  be  affected 
by  shifts  in  the  - 12  volt  and  -5  volt  supplies  at  the 
<levice  and  temperature.  Due  to  this,  if  the  charge 
on  the  tell  is  near  the  thieshold  of  the  sensing 
transistor,  a  shift  in  the  stipply  voltage  or  temjier- 
ature  can  cause  the  cell  to  appear  to  change  state, 
have  an  excessive  access  time,  or  be  intermittent.  A 
cell  which  is  sufficiently  near  the  threshold  of  the 
sensing  transistor  so  that  it  can  be  alTected  by  tem- 
peraliire  or  voltage  shifts  is  called  ' marginally 
programmed"  or  ''marginal." 

\)ne  failure  of  the  EPROM  is  a  ^ieakv  celP'  (a 
cell  that  loses  its  charge  alter  a  short  period  ol 
time).  A  leakv  cell  can  be  found  several  ways.  One 
way  is  to  bake  the  device  at  250^  afier  progrannning 
it,  and  then  test  for  lost  data. 


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# 


APPLESCOPE 

DIGITAL  STORAGE  OSCILLOSCOPE 
Interlace  for  the  Apple  II  Compuier 


The  APPt,ESCOPE  system  comDines  two  hjgh  speed 
analog  to  digital  converters  and  a  digi;al  control  t>oard 
wjin  the  high  resolution  graphics  capabilities  of  tne  Apple 
II  computer  to  create  a  digital  storage  oscillosocpe 
Signa  I  trace  paranneters  a  re  entered  through  the  keytjoard 
to  operational  software  provided  in  PROM  on  the  Dl 
control  doard. 

•  DC  to  3.5  Mhz  sample  rate  with  1024  byte  t^uffer 
memory 

•  Preingger  Viewing 

•  Programmable  Scale  Seiect 

•  Continuous  and  Smgie  Sweep  Modes 

•  Single  or  Dual  Ctiannel  Trace 

Price  for  the  two  board  Applescope  system  is  S595 
EXTERNAL  TRIGGER  ADDAPTER  $29 

APPLESCOPE  ACCESSORIES 

APPLESC0PE*HR12  High  resolution  12  bii  analog  to 
dig  tai  converter  with  sample  rates  to  1 00  Khz.  Requires 
J8K  Apple  II  with  disk  dnve.  Software  provide  on  floppy 
dtsk  includes  basic  SCOPE  DRIVER  package 

Price  per  cnannel  S695 
APPLESCOPE-HHHS  High  Resolution  AND  Highspeed 
Circuit  combines  two  6  bit  flash  analog  to  digital  converters 
to  gsve  a  1 0  bit  dynamic  range.  The  1 0  bit  converter  resolu- 
tion is  maintained  at  sampling  rates  uploihe?  Mhz. maxi- 
mum for  signal  slew  rates  less  than  .5  volts  per  micro- 
second. Larger  inputs  slew  rates  will  reduce  the  converter 
resolution  to  6  bits  until  trie  signal  stabilizes  within  the  .5 
Volt  per  microsecono  limit  Requires  48K  Apple  li  with  disk 
dnve.  Software  provided  on  disk  inc<udes  the  oasic 
SCOPE  DRIVER  pacKage        Price  per  cnannel  S695 

APPLESCOPE-EXT  External  trigger  adapter  nas  a 
swi;cn  se.ectaole  external  trigger  input  to  a  BNC  con- 
nector mounted  in  a  rear  slot  of  the  Apple  ll  computer 

Price  $29.00 
APPLESCOPE'BNC  BNC  adapterconnects  the  Berg  stick 
connectors  on  tne  Ai  circuit  card  to  male  BNC  plugs 
mounted  m  a  rear  sici  of  tne  Apple  il  compter. 

PnceS14.95 
BUS  EXTENDERS  Allow  easy  access  to  Apple  w 
peripheral  circuit  cards.  Price  SI  9.95 

SCOPE  PROBES  Oscilloscope  probes  for  use  witn  ine 
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SCOPE  DRiVER  Advanced  software  for  the  Applescope 
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include: 

•  Signal  Averaging  -  Acquires  l  to  255  signal  sweeps 
and  displays  the  averaged  result, 

•  Digital  Volt  Meier-  pillows  use  as  a  real  time  DVM  or  use 
to  measure  points  on  an  acquired  sweep 

•  Hard  Copy  -  Uses  graphics  printer  to  produce  hard- 
copy  output  of  displayed  traces. 

•  Disk  Storage  ■  Allows  automaiic  storage  and  recover 
of  acquired  data  on  floppy  disks 

•  Spectrum  Analyzer-Calculates  and  displays  Irequency 
spectrum  of  acquired  data 

BUS  RIDER 
LOGIC  ANALYZER  for  the  APPLE  II 

The  BUS  RIDER  circuit  card  silently  rides  the  Apple  II 
peripheral  bus  and  allows  real  time  irackmg  of  program 
flow,  Software  .provided  on  E PROM  allows  set  up  of  trace 
parameters  from  V^q  Keyboard  and  read  back  of  disas- 
sembled code  after  a  program  has  been  tracked. 
•32  bit  by  1024  sample  memory  buffer 

•  Monitors  Data  and  Address  bus  plus  8  extern  a  I. in  puts 

•  Trgger  on  any  32  bit  word  or  external  trigger 

•  Pretrigger  viewing 

The  BUS  RIDER  IS  an  invaluable  development  tool  for 
anyone  working  with  Apple  tl  or  Apple  11+  computers. 

Price  $295 


RC  ELECTRONICS  INC. 

7265  Tuolumne  Si.  Goieta  CA  93 n  7 
Visa  (805}  968-6614 


M/C 


178 


COMPUTEl 


March,  1982.  Issue  22 


Another  method  of  testing  for  leakv  cells  is  to 
make  an  erase  profile  for  the  suspect  EPROM. 
This  is  done  by  programming  the  clc\  ice,  and  then 
erasing  ii  in  one  to  two  minute  increments,  meas- 
uring the  number  of  erased  bits  after  each  incre- 
ment. Making  a  graph  with  this  infotmation  will 
give  you  a  profile  of  tire  erasure  characteristics  of 
the  EPROM,  Any  cell  that  erases  twice  as  fast  as  the 
overall  avei  age  should  be  cosidered  suspect. 

Another  failure  mode  of  the  EPROM  is  the 
"sticky  cell"  (a  cell  which  is  difficult  to  program  or 
erase).  Although  a  sticky  cell  can  be  overcome  by  a 
longer  program  or  erase  time,  in  a  production 
environment  it  is  not  acceptal>le  to  adjust  these 
times  for  each  device.  I'herefoi  e,  any  device  w  hich 
requires  more  than  three  times  the  normal  time  to 
program  or  erase  should  be  considered  defective. 

The  major  source  of  problems  with  tlie  2708 
EPROM  is  inadequate  erasure.  In  testing  the 
EPROM  to  determine  iCit  has  been  adeqtiaiely 
programmed  or  erased,  it  is  not  acceptable  to 
simply  read  the  PROM  and  compare  the  informa- 
tion read  against  the  trtie  data,  since  marginal  cells 
may  nt)t  be  found  w  ith  this  method,  A  more  reliable 
method  of  verifying  if  an  EPROM  has  been  prop- 
erly progranmied  or  erased  is  to  measure  the  depth 
of  the  charge  at  each  cell.  This  can  be  done  by 
shifting  the  threshold  level  of  the  sensing  transistor 


al)ove  and  below  the  normal  level  and  by  doing  a 
normal  read  and  compare. 

In  this  way,  a  map  of  the  charge  level  of  (he 
cells  in  the  EPROM  can  be  generated  by  observing 
the  level  at  which  the  output  changes  state. 

The  threshold  level  of  the  2708  EPROM  can 
be  shifted  by  adjusting  the  -5  voli  supply  (VBB). 
Oausing  the  -5  volts  to  go  more  negative  wilt  deter- 
mine how  deep  the  cell  has  been  charged:  bringing 
it  more  positive  will  determine  hf>w  much  it  has 
been  erased. 

The  charge  limits  will  \  ary  greatly  not  only 
from  matuifactnrer  to  mantifactiner,  but  from 
device  to  device,  Thereloi  e,  an  acceptable  limit 
must  be  determined  at  which  the  device  mav  be 
considered  good  or  bad.  For  the  2708  this  is  greater 
than  tw  ice  tlie  tolerance  for  the  -5  volt  supplv.  This 
can  be  simply  generated  by  using  the  forward 
voltage  drop  across  the  diode  (,7  volts)  above  and 
below  the  -5  volt  level.  In  more  critical  applications 
a  tw^o-diode  level  drop  ( 1 .4  volts)  might  be 
considered. 

More  is  not  always  better.  Just  because  the 
charge  on  one  device  is  deeper  than  on  another 
does  not  mean  that  it  will  retain  the  charge  longer. 
Data  retention  is  related  to  cell  isolation  and  not 
necessarily  to  the  level  of  the  charge. 


100  200  300  400 

CUMULATIVE  HOURS  (a  250X 


500 


TEMPERATURE 

FAILURE  RATE 

609r  CONFIDENCE 

(Sf/ 1000  hours) 

FAILURE  RATE 

yO^c  CONFIDENCE 

(7f    1000  hours) 

70°C 
55X 

0,013 
0,006 

0.027 
0.0 1  ;i 

Operating  Life  Test  Results 


EQUIVALENT 

TEMPERATURE 

SAMPLE  SIZE 

HOURS 

DEVICE 
HOURS  (a  70X 

FAILURES 

FAILURE  MODE 

160X 

64 

2243 

39,9  xio' 

1 

Charge  Loss 

160X 

49 

2028 

27.6x10^ 

0 

160X 

51 

2028 

28.7x10 

1 

Charge  Loss 

160X 

40 

2830 

3L4xI0' 

2 

Charge  Loss 

160X 

80 

1176 

26.1x10^ 

1 

Charge  Loss 

160X 

77 

1176 

25,1  xlO' 

4 

Charge  Loss 

160X 

79 

984 

21.6x10 

I 

Charge  Loss 

§1§ 


IS  FOR  AIM-65':  '499'. 


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•  ERASE  -  Eliminate  a  File 

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D  Send  full  BYTE-DOS  Data. 


180 


COMPUTEI 


MarcM  982.  Issue  22 


8.0  r 


?       7.5h 

> 

2 

3 
< 

pa 
pa 
> 


7.0- 


6.5- 


6.0- 


SELECT  GATE 
(TO  X  DECODER) 


FLOATING  GATE 
(CHARGE  STORAGE) 


12  3  4  5  6         7  8 

CYCLE  NUMBER 
Multiple  Program  Erase  Experiment 


10 


(a)  CROSS  SECTION 


< 


WEAROUT 


INFANT 
MORTALITY 


RANDOM 


DRAIN 


TIME 
Reliability  Life  Curve 


Vcc 


SELECT 
GATE 


1400 


HOURS  («  250°C 


50 


100 


150 


200 


EQUIVALENT  YEARS  (a  7aX 
Intel®  250X  Bake  Failure  Rate 


> 


O 
< 

> 


9- 

7" 
0 


FAILING  REGION 

i 


PASSING  REGION 


100        200        300         400        500  600 

HOURS  OF  2537  AUV  EXPOSURE  AT  6000  mw/cm^' 


700 


Oi  SUBSTRATE 


FLOATING 
GATE 


SOURCE  Vbb 


(b)  SCHEMATIC  SYMBOL 


i 

h 

ERASE 
30  MINUTES 

o 

PROGRAM 
MDS  SYSTEM 

u 

BAKE  25rC 
168  HOURS 

VOLTAGE 
SHMOO 

^       Plot 

C«ne  ration 

1 

r 

Program  Erase  Cycles 


' SPRING  SPECIAL ' 

No  need  to  wait  any  longer  for  our  controller  develop- 
ment system; 

The  MMC/03S  is  back!  For  $250.00  you  get: 

1  MMC/03D  Microcomputer,  IKRAM,  2-6522's  ZIF  soc- 
kets for  CPU  and  EPROM,  20MA  full  duplex  current 
loop,  &  crystal  clock, 

1  MMC/031CE  In  circuit  emulator,  works  off  any  6502- 
based  system  including  AIM,  SYM,  KIM,  OSL 
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1  MMC/03EPA  EPROM  programming  adaptor; 
Programs  -  2758's,  2716's,  and  2532*s. 


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R.  J.  BRACHMAN  ASSOCIATES,  INC. 

P.O.Box  1077 

Havertown,PA  19083 

(215)622-5495 


SEE  COMPUTEI 

April  1981 

For  Eric  Rehnke*s  Review. 


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•  Has  full  invisible  refresh  operation, 
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I  Kvyi  Rvyiiiv./ 

COMPUTER  INNOVATIONS 


17537  Chatsworth  St, 

Granada  Hills,  CA.  91344 


ANNOUNCING  TWO 
NEW  TERMINALS 

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Nelronics  offers  two  new  lerminals.  both 
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simplest  one,  FASTERM  64,  is  a  16  tine  by  &4  of  32  character  per  lir>e  uolt.  wilfi  a  senai 
prmter  port  ior  making  hard  copy  of  all  incoming  data,  and  optional  provisions  for  block  and 
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characters  per  line  or  16  by  -40  characters  per  line,  it  olters  onscreen  editing  with  pageata- 
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More  good  news:  Aii  the  components  in  our  terminals  are  available  sepafately  {see 
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FASTEfiM-64  . . .  DISPLAY  FORMAT:  64  or  32  characters/iine  by  16  lines  ...  96  displayable 
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19.  200,  (switch  sel.) .      LINE  OUTPUT:  RS232/C  or  20  ma  current  loop  , . .  VIDEO  OUTPUT:  IV 
P/P  jElA  RS^170}        CURSOR  MODES;  home  &  clear  screen,  erase  to  end  ot  line,  erase  cursor 
line,  cursor  up  &  down,  aulo  carnage  relurr^^llne  feed  at  end  of  line  e»  auto  scrolling  .  . . 
REVERSE  VIDEO    . .  BLINKING  CURSOR  . . .  PARITY:  off.  even  or  odd        STOP  BITS   1.  15. 
2      .  DATA  BITS  PEA  CHARACTER:  5,  6.  7  or  6    .    CHARACTEPI  OUTPUT  5  by  7  dot  matri* 
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2K  ON  BOARD  ROM    .    CRYSTAL  CONTROLLED  .  .  .  COMPLETE  WITH  POWER  SUPPLY 
OPTIONAL  GRAPHICS  MODE  includes  34  Greek  1  math  characters  plus  30  special  graphics 
characiers        ASCII  ENCODED  KEYBOARD.  56  keyn2a  characiers 

SMARTERM-80  .  . .  DISPLAY  FORMAT  60  characters  by  24  hnes  or  40  characters  by  16  Imes 
128  displayasle  ASCII  characters  (upper  4  lower  case)  8  baud  rates:  110,  303,  600.  1200.  2400. 
4300,  9600.  19,  200  ..  .  LINE  OUTPUT;  RS232/C  or  20  ma  current  loop  .    .  VIDEO  OUTPUT    IV 
pp  (EIA  RS-UO) .  .  ,  EDITING  FEATURES;  insert/delete  line,  msertr'delete  character,  for- 
ward/Pack tab  .  .  .  LINE  OR  PAGE  TRANSMIT  .  .  .  PAGE  PRINT  FUNCTION      .  CURSOR  POSI- 
TIONING; up.  down  right,  left,  plus  absolute  cursor  positioning  with  read  back        VISUAL 
ATTRIBUTES;  underline,  bSmk,  reverse  video,  half  intensity.  &  blank  .  . ,  GRAPHICS   12.000 
pinel  resolution  block  plus  line  graphics  ,  . .  ONSCREEN  PARITY  INDICATOR        PARITY;  off. 
even  or  odd        STOP  BITS:  110  baud  2,  all  Others  1  . , .  CHAR,  OUTPUT:  7  by  11  character  in 
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182 


COMPUTEl 


March,  1982  Issue  22 


Random  Music 
Composition 
On  Tlie  PET 


Alfred  J.  Bruey 
Jackson.  Ml 


This  program,  MUSICOMP,  lets  the  PET  computer 
compose  and  play  music.  MUSICOMP  was  written 
to  pro\  ide  the  user  with  an  introduction  to  com- 
puter generated  music.  The  music  is  output  using 
the  CB2  method  o(  niusic  generation  which  is 
described  many  places  in  PET  literature.  Attach- 
ments A  and  B  give  descriptions  of  the  hardware 
that  you  can  use  if  you  don't  already  have  CB2 
sound.  Figure  1  shows  the  connections  necessary  to 
output  sounds  Irom  the  PET  to  an  audio  amplifier. 
Figure  2  shows  a  sim|>le  audio  amplifier  that  you 
can  make  if  you  don't  have  one. 

Program  Description 

MUSICX)MP  generates  tluee  kinds  of  music:  white 
nuisic,  brown  music,  and  1/f  nuisic.  For  a  complete 
descripuon  of  these  three  types  of  music,  see  Martin 
Gardener's  Mathematical  Games  column  in  the 
April,  1978,  issue  ol' Sfientific  American  magazine. 

A.  White  music:  White  music  is  a  sequence  of 
completely  random  sounds.  In  this  program,  you 
have  your  choice  oi  two  different  types  of  white 
music: 

1.  Option  1  on  the  menu  allows  any  of  25fi 
different  frequencies  to  be  generated.  The 
notes  are  not  correlated  with  each  other  in  any 
way.  It  is  unlikely  that  you  will  want  to  go  away 
humming  the  tunes  you  generate  using  this 
option. 

2.  Option  2  also  generates  random  sounds,  l)tu 
these  sounds  are  restricted  to:  the  25  piano 
notes  (well-tempered  scale)  beginning  with  the 
B  below  middle  C. 

B.  Brown  Music:  The  second  type  of  music  is  called 
brown  music  (Option  $).  It  is  similar  to  the  Brownian 
motion  of  particles.  In  brown  music,  each  note  can 
vary  by  only  one  tone  (half-step)  from  the  preceding 
note.  The  only  randomness  is  in  choosing  the 


starting  note  and  in  determining  whether  each 
note  is  one  tone  higher  or  lower  than  its  predeces- 
sor. You  will  pi  obably  find  this  music  boring.  It 
sotuids  something  like  a  finger  exercise  for  a 
violinist. 

To  get  brown  music,  enter  a  1  when  you  are 
asked  for  the  maximinn  variation.  Entering  some 
other  n timber,  a  3  for  example,  will  allows  each 
note  to  vary  three  tones  from  its  predecessor.  True 
brown  music  allows  only  a  one  tone  variation  from 
note  to  note.  The  option  of  choosing  a  maximum 
variation  is  given  so  you  can  experiment  with 
sounds. 

C.  1/f  Music:  The  final  type  of  random  music  in 
this  program  is  I/f  music.  This  music  is  somewhere 
between  the  randomness  of  white  music  and  the 
boring  regularity  of  brown  music.  1/f  music  was 
discovered  by  an  investigator  who  was  trying  lo 
find  music  in  nature.  I  he  algorithm  used  in  this 
program  is  the  same  as  the  one  described  in  the 
previously  mentioned  article  except  five  different 
colored  dice  were  used  instead  of  three  so  that 
tunes  32  notes  long  cotild  be  created.  Most  listeners 
agree  that  1/f  music  is  much  more  musical  than 
either  white  or  brown  music. 

Extensions 

I  asstmie  that  anyone  who  knows  BASIC  and  a 
minimum  of  music  will  want  to  change  this  pro- 
gram. That's  why  an  annotated  listing  of  the  pro- 
gram is  provided. 

You  might  want  to  add  options  which  impose 
different  rules  on  itic  composition.  You  might  also 
want  to  add  the  coding  to  save  the  composition  on 
tape  or  disk.  The  place  where  you  might  do  this  is 
marked  in  the  listing. 

Using  The  Program 

Load  the  program  in  the  usual  way.  The  main 
menu  will  be  displayed  on  the  screen  as  follows. 
Press  the  proper  key  from  1  to  5  to  make  your 
selection,  but  do  not  press  RETURN.  (If  you  press 
RETURN  accidently  and  get  the  READY  signal, 
type  CONT  and  press  RETURN  and  you1l  be 
right  back  where  you  lefl  off.) 
COMPOSITION  SELECTION 

1  RANDOM  TUNE 

2  RANDOM  TUNE,  WELL-TEMPERED 

3  RANDOM  TUNE,  WELL-TEMPERED 
WITH  STEP  SIZE  LIMIT 

4  I/F  MUSIC 

5  END  PROGRAM 

A  brief  description  of  each  of  the  options  follows: 

Option  I :  Random  notes  — This  option  will  compose 
and  play  tunes  based  on  256  different  tones,  ranging 
from  a  tone  slightK  below  the  B  below  middle  C  to 
a  tone  that's  probably  even  too  high  for  yotir  dog 


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LINE  NUMBERING,  the  SM-KIT  automatically  numbers  BASIC  statements  until  you 

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SCREEN  OUTPUT   the  commands  FIND,  DUMPJRACE  and  DIRECTORY  display  on 

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Continuous  output  is  selected  with  shift-lock 

OUTPUT  CONTROL  to  DISK  Of  PRINTER:  in  addition  to  displaying  on  the  CRT.  you  can 

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HARDCOPY   allows  screen  displays  to  be  either  printed  or  stored  on  disk, 

FIND   searches  alf  or  any  part  of  a  program  for  text  or  command  strings  or  variable 

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COMPUTEI 


March,  1982,  Issue  22 


to  hear.  When  you  press  the  1  key,  a  series  of  ques- 
tions will  be  displayed  (Press  RETURN  after  each 
answer): 

HOW  LONG  IS  THE  TUNE 
(Answer  with  a  number  from  1  to  150) 

DIFFERENT  LENGTH  NOTES  (Y  OR  N) 
(If  you  enter  a  Y,  each  note  length  w^ill  be  one 
second  long.  If  you  answer  M  it  will  be  V'li 
second  long.  If  you  answer  F  it  will  be  V\  second 
long.  All  other  note  lengths  will  be  scaled 
accordingly.) 

REPEAT  NOTES  (Y  OR  N) 
(If  you  reply  N,  the  tune  will  play  one  dme 
and  then  the  main  menu  will  reappear.  If  you 
reply  Y,  the  tune  will  repeat.  In  either  case, 
you  can  stop  the  ttnie  w  hile  it  is  playing  by 


Figure  1. 


Back  View  of  the  PET: 


PET  CRT  (Rear  View) 


lEEE-488  Port 


Parallel  User  Port 


/ 


Second  Cassette  Port 


AC  CORD 

/f^  ON/OFF  \ 


The  edge  connector  that  you  need  plugs  into 
the  Parallel  user  port  of  the  PET.  Do  not  attach  it 
to  the  IEEE-488  port.  (It's  not  a  bad  idea  to  put  a 
strip  of  masking  tape  across  the  IEEE  port  so  yoti 
don't  accidently  plug  inU)  it.)  Here's  what  the  com- 
pleted cable  should  look  like.  The  amplifier  end 
might  look  different  if  your  system  doesn't  use  the 
RCA  type  jack. 


Amplifier  connector 
Positive  (connects  to  pin  M) 


Negative 
y  (ground) 


/  PET 


PET  connector 


PinM 
(positive) 


You  should  use  shielded  cable  for  the  line 
between  the  PET  and  the  amplifier.  Be  siircyftu 
dont  put  the  PET  connector  on  upside  down! 


holding  down  the  X  key.  Yoti  will  return  to  the 
main  menu,) 

After  you  have  answered  these  four  questioris, 
there  will  be  a  short  pause  while  time  values  are 
being  calctilated  for  all  the  notes.  Then  the  tune 
will  begin  to  play. 

Option  2:  Random  notes,  well-tempered.  This  is  the 
same  as  Option  1  except  that  all  notes  are  chosen 
randomly  from  one  of  25  tones.  These  tones  are 
the  25  piano  notes  beginning  with  the  B  below 
middle  C. 

Option  3:  Random  notes,  well-tempered,  with  step- 
size  limit.  You  will  be  asked  the  same  questions  as 
in  Options  1  and  2.  After  ycju  answer  them,  you 
will  receive  an  additional  question: 

MAX.  VAR,  FROM  LAST  NOTE 

This  question  is  asking  yoti  for  the  maxinunn 
variation  in  lone  (half-steps)  that  are  permissible 
from  one  note  to  the  next.  If  you  reply  1,  you  will 
get  brown  music.  You  may  enter  any  other  value 
just  to  see  what  kind  of  tune  the  PET  will  compose. 

Option  4:  \/i  Music.  Pressing  the  4  key  will  generate 
I/f  music.  1  he  1/f  tunes  will  all  be  32  notes  long,  so 
you  will  not  be  asked  for  the  length  of  the  tune. 
Otherwise,  you  w  ill  be  asked  the  same  qtiestions  as 
in  Options  1  and  2. 

Option  5:  End  Program,  Select  Option  5  when  you 
are  ready  to  quit. 

A  Circuit  For  A  PET  Amplifier 

Below^  is  a  circuit  for  a  PET  amplifier  for  making 
music  or  adding  sound  effects  to  your  games.  Use 
an  RCA  phono  jack  as  the  input  and  you'll  be  able 
to  use  the  same  connector  cable  as  described 
previously. 


Figure  2, 


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SI -Part  of  Rl 

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tions.  Bigger  programsl 

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PHK002  Full  Kit  (No  21145)        $29,00 

P  H  ■002S  Asse  mbl  ed  ( No  2 1 1 4  s )    S4  2 .00 

PH002  Assembled  with  21 14s    S89.00 

($3,00  postage/handling  per  order) 

•  "REAL  WORLD"  SOFTWARE 

For  most  PET/CBMs.  Word  Processor,  Mailing  List.  Catalog,  Satelliie 
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186 


COMPUTE! 


March.  1982.  Issue  22 


Substitutions  may  be  made  for  Ql,  but  a  high- 
gain  transistor  should  be  used  to  be  sure  of"  suffi- 
cient volume.  The  transistor  can  be  mounted 
directly  on  the  leads  of  tlie  poieniiomcter. 


Program  1. 


150 

160 
170 


180 
190 

200 
210 

220 
230 

240 
250 
260 

270 
280 
290 
300 

310 
320 
330 

340 

350 

360 


DIM  SN(150) ,ST(150) ,PI(25) ,PN(1 

50) 

F0RI=1T025 : READPI ( I ) : NEXTI 

DATA2 51, 237, 2 23, 21 1,19 9, 18 8, 17 7 

,167,157,148,140,132,125,1 
17,111,104 

DATA98,93,87,82,78,7  3,69,6  5,61 

ggjV^      *************************** 

**** 

REM  VARIABLE  LIST:    * 

REM  T=TIME  OF  NOTE  IN  60THS  OF  " 

SECOND 

REM  P=POKE  NUMBER  FOR  NOTE 

REM  TY$=TYPE  OF  SONG 

REM     1=RAND0M 

REM     2=RAND0M,  WELL-TEMPERED 

REM     3=RAND0M,  WELL-TEMPERED, 

LIMIT  ON  STEP  SIZE 
REM     4=1/F  MUSIC 
REM     5=ST0P 
REM  L%=LENGTH  OF  SONG 
REM  L$="y"  NOTES  "DIFFERENT  LENG 
TH 
REM 


«'|vi" 


NOTES  SAME  LENGTH 

SLOW  S0NG,S=1 

MEDIUM  SPEED  SONG,S= 


"F^'  FAST  S0NG,S=4 
*************************** 


"N" 

REM  S$="S" 

REM 

2 

REM 

REM 
*** 

PRINT" {CLEAR} {03  RIGHT} {03  DOWN 

DOWN} {REV}C0MP0SITI0N  SELE 

CTION" 
370  PRINT" {DOWN} {04  RIGHT} {REV} 1 { OF 

OFF}  RANDOM  TUNE 
380  PRINT" {DOWN} {04  RIGHT} {REV} 2 { OF 

OFF}  RANDOM  TUNE,  WELL-TEM 

PERED" 
390  PRINT" {DOWN} {04  RIGHT} {REV} 3 { OF 

OFF}  RANDOM  TUNE,  WELL-TEM 

PERED 
400  PRINT"{DOWN}  {04  RIGHT}     WITH  " 

STEP  SIZE  LIMIT" 
410  PRINT" {DOWN} {04  RIG HT} { REV} 4 { OF 

OFF}  1/F  MUSIC 
420  PRINT" {DOWN} {04  RIGHT} {REV} 5 { OF 


OFF}  END  PROGRAM 
430  GET  TY$:IFTY$=""THEN430 
44  0  ONVAL(TY$)GOTO50  0,590r69  0,98  0,4 

60 
450  GOTO430 
460  REM  *************************** 

*  *  * 

470  REM  EXIT  ROUTINE  ************** 
*** 

4  80  REM  *************************** 

*** 

490  PRINT"{CLEAR} {03  RIGHT}{04  DOWN 
DOWN} {REV}ROUTINE  ENDED":E 
ND 

500  REM  ******************** 

510  REM  PLAY  RANDOM  ******** 

520  REM  ******************** 

530  GOSUB  1190  :REM  GET  SONG  DATA 

540  FORI^1TOL% 

550  SN(I) =INT(RND(3) *255+l} 

560  NEXTI 

570  GOSUB1410:REM  GENERATE  NOTES  AN 
D  PLAY 

580  GOTO360 

5  9  0  REM* *************************** 

*** 

600  REM  RANDOM,  WELL-TEMPERED  ***** 
*** 

510  REM  *************************** 
*** 

620  GOSUB  1190  :REM  GET  SONG  DATA 

630  FORI=1TOL% 

640  SN(I) =INT(RND(5) *25+l) 

650  SN(I)=PI  (SN(I)  ) 

6  60  NEXTI 

670  GOSUB  1410 
680  GOTO360 

690  REM  *************************** 
*** 

700  REM  RANDOM, WELL-TEMP, STEP-SIZE  '^ 

■k-k-k-k 

710  REM  *************************** 

*  *  * 

720  GOSUB  1190  :REM  GET  SONG  DATA 
730  SN(1)=INT(RND(6) *25+l } : PN ( 1 ) =PI 

(SN(1)) 
740  IFMV>1THEN850 

7  50  REM  BROWNIAN  MOVEMENT 
760  F0RI=2T0L% 

7  70  IFSN(I-1)=1THENSN(I)=2:PN(I)  =PI 

(2) :GOTO830 
7  80  IFSN(I-1)=25THENSN(I)  =24:PN(I)  = 

PI(24) :GOTO830 
790  KR=RND(7) 

800  IFKR<  .5THENSN(I)=SN(I-1)+1 
810  IFKR>  =  .5THENSN(I)=SN(I-1)-1 


HOME  FINANCES 

Commodore  PETtm 

These  programs  were  developed 
on  a  Commodore  2001  series, 
thirty-two  kilobyte  [32K  required! 
personal  electronic  transactor 
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deduction-related:  24  specific 
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The  Command-O  extends  Commodore's  8032  advanced  screen  editing  features  to  the  ulti- 
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8032  belL  You  can  even  redefine  the  window  to  adjust  it  by  size  and  position  on  your 
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The  Command-O  chip  resides  in  hexadecimal  address  S9000,  the  rightmost  empty  socket 
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*PET  tS  A  TRADEMARK  OF  COMMODORE 


188 


COMPUTE! 


March.  1982.  Issue  22 


820  PN{I)=PI(SN(I) ) 

830  NEXTI 

840  GOTO950 

850  F0Rr=2T0L% 

860  MX=SN(I-1)+MV 

870  IFMX>25THENMX=25 

880  MN=SN(I-1)-MV 

890  IFMN<1THENMN=1 

900  N0=MX-MN+1 

910  CG  =  INT(RND(6)  *N0) 

9  20  SN(I)=MN+CG 

930  PN(I)=PI  (SN(I)  ) 

940  NEXTI 

950  F0RI=1T0L%:SN(I) =PN(I) :NEXTI 

960  GOSUB  1410:REM  SET  TIMES  AND  PL 

AY  NOTES 
970  GOTO360 
980  REM  *************************** 

*** 

990  REM  1/F  MUSIC  ***************** 
*** 

1000  REM  *************************** 
*** 

1010  GOSUB  1190  :REM  GET  SONG  DATA 

1020  L%=32 

1030  F0RI=1T05:D(I)=INT(RND(8) *6+l) : 

NEXTI 
104  0  SN(1)=D(1)+D(2)+D(3)+D(4)+D(5)- 

5 
1050  IFSN(1)<1THENSN(1)=1 
1060  SN(1)=PI (SN(1) ) 
1070  F0RI=2T0L% 

108  0  IFI=17THEND(1)=INT(RND{8) *6+l) 
1090  IFINT(  (I-1)/8)  =  (I-1)/8THEND(2)  = 

INT(RND(8)*6+1) 
1100  IFINT(  (I-1)/4)  =  (I-1)/4THEND(3)  = 

INT(RND(8) *6+l) 
1110  IFINT(I/2)<>I/2THEND(4)=INT(RND 

(8)*6+l) 
1120  D(5)=INT{RND(8)*6+1) 
1130  SN(I)=D(1)+D(2)+D(3)+D(4)+D(5)- 

5 
1140  IFSN(I)<1THENSN(I)=1 
1150  SN(I)=PI  (SN(I)  ) 
1160  NEXTI 
1170  GOSUB1410 
1180  GOTO360 

1190  REM  ************************* 
1200  REM  ASK  FOR  SONG  DATA 
1210  REM  ************************* 
1220  PRINT" {CLEAR} {03  RIGHT} {03  DOWN 

DOWN} {REV}COMPOSITION  DATA 
» 

1230  IFTy$="4"THEN1270 
1240  INPUT"{02  RIGHT} {DOWN}ENTER  LEN 
GTH,  IN  NOTES"; L% 


1250  IFL%<=0THENPRINT"{DOWN}TOO  SHOR 

T":GOTO1240 
1260  IFL%>150THENPRINT" {DOWN} MAXIMUM 

LENGTH  150":GOTO1240 
1270  INPUT" {02  RIGHT} {DOWN}DIFFERENT 
LENGTH  NOTES  (Y  OR  N)  ";L 

$ 
1280  IFRIGHT$ (L$,l) <>"Y"ANDRIGHT$ (L$ 

, 1 ) <> "N"THENPRINT" { DOWN } EN 

TER  Y  OR  N" :GOTO1270 
1290  INPUT"{DOWN}{02  RIGHT}SLOW,  MED 

lUM,  FAST  (S,M,F)  ";S$ 
1300  IFS$<>"S"AND  S$<>"M"ANDS$<>"F"T 

HENPRINT"{DOWN}S,M,  OR  F" : 

GOTO1290 
1310  IFS$="S"THENS=1 
1320  IFS$="M"THENS=2 
1330  IFS$="F"THENS=4 
1340  INPUT"{DOWN}{02  RIGHT}REPEAT  NO 

TES  (Y  OR  N)  ";RP$ 
1350  IFRPSO "Y"ANDRP$<>"N"THENPRINT" 

{DOWN}ENTER  Y  OR  N":G0T013 

40 
1360  IFTY$<>"3"THEN1400 
1370  INPUT"{02  RIGHT} {D0WN}MAX.  VAR . 

FROM  LAST  NOTE  " ;  MV 
1380  MV=INT(MV) 
1390  IFMV<=0THENPRINT" {DOWN} INVALID  ~ 

VALUE  ":GOTO1370 
1400  RETURN 

1410  REM  ************************ 
1420  REM  GENERATE  TIMES  AND  PLAY  NOT 

ES 
1430  REM  *************************** 

*** 

1440  IFL$="Y"THEN1490 

1450  F0RI=1T0L% 

1460  ST(I)=16/S 

1470  NEXTI 

1480  GOTO1540 

1490  W=64/S 

1500  F0RI=1T0L% 

1510  R=INT(RND(4)*5+1) 

1520  ST(I)=W/R 

1530  NEXTI 

1540  POKE59467,16:POKE59466,15 

1550  F0RI=1T0L% 

1560  POKE59464,SN(I) 

1570  T=TI 

1580    IFTI-T<ST(I)THEN1580 

1590  POKE59464,0 

1600  GETA$:IFA$="X"THEN1630 

1610  NEXTI  . 

1620    IFRP$="Y"THEN1550 

1630  POKE59467,0:POKE59466,0 

1640  RETURN  © 


P.I.E.-C 


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190 


COMPUrEl 


March,  1982  Issue  22 


Ghost 
Programming 

Aric  Wilmunder 
Los  Angeles.  CA 

I  will  show  how  it  is  possible  for  16K  Atari  users  to 
write  and  run  BASIC  programs  normally  re(|uiring 
24  or  even  32 K.  This  method  is  not  al  all  like  the 
method  given  to  tis  in  the  BASIC  manual  where 
small  proiijrams  simply  call  each  other  and  passing 
oi  variables  and  arrays  is  difficult.  Instead,  this 
method  is  many  times  more  pow^erful  than  chaining. 
Passing  of  variables  is  easy,  and  chaining  is 
unnecessary. 

In  this  article,  I  will  explain  ht)vv  it  is  possible 
to  write  lines  of  code,  subroutines,  even  entire 
progranrs  without  using  any  memory  except  for 
the  space  necessary  for  variables,  arrays,  and 
strings.  Mow  it  is  even  possible  to  call  and  execute 
programs  without  changing  oi  destroying  the 
currently  stored  program,  fiowever,  like  every 
silver  lining,  mine  too  has  a  dark  cloud  —  there  are 
a  number  of  restrictions  involved.  I  will  try  to  cover 
these  restrictions  thoroughly,  but  only  after 
explaining  the  te(  hnique. 

I  should  mention  that,  although  all  o!  the 
programming  examples  are  disk  oriented,  all  of 
the  lechni(|ues  used  can  be  easily  modified  for 
cassette  users. 

After  spending  nearly  foiu'  weeks  tryitig  to 
cram  close  to  40K  worth  of  program  into  a  32K 
machine,  I  began  to  re-examine  the  j^roblem  of 
conserving  memory.  There  are  many  ways  to  save 
memory  sj)ace  on  the  Atari,  from  removing  1/(0 
bufiers  on  tlie  DOS  to  complete  recocling  (ol  which 
I  have  done  quite  a  bit).  (A  list  of  memory  conser- 
vation technif|ties  is  included  as  part  or/>  Re  Atari, 
and  anyone  interested  in  writing  large  programs 
should  become  familiar  with  them.) 

Instant  Exec 

What  kept  nagging  me  were  the  fifty  or  more  lines 
of  initialization  code  thai  were  executed  only  otice 
during  my  entire  program.  Alter  their  execution, 
these  lines  simply  took  up  precious  memory  space 
which  could  be  used  for  other  purposes.  Also, 
many  of  these  lines  are  simply  variable  assignment 
statements  like  J  =  12  or  1=  1,  or  siring  assignments 
like  A$  =  ^'PH  ASERS/'  1  hese  statements  must  be 
executed  at  the  beginning  of  each  execution,  but 
could  be  forgotten  during  execution. 

Of  the  two  types  of  assignments,  variable  and 


string,  the  string  assignments  concerned  me  the 
most.  The  statements' DIM  A$(26):A$  =  '^^BCD...Z" 
does  not  use  only  tlie  26  bytes  for  storing  the  string, 
hut  you  are  also  tising  another  2b  or  more  bvtes  for 
the  assignment.  Ihe  result  is  that  your  program  is 
using  more  than  twice  the  memorx  that  is  necessary 
in  order  to  store  a  string.  This  ma\^  be  no  problem 
with  smaller  strings  of  up  to  fifty  bytes,  but.  when 
using  larger  strings  in  a  program  where  meniorv  is 
already  scarce,  it  can  be  quite  alarming. 

The  method  that  lias  solved  most  of  niy  prol> 
lems  goes  something  like  this:  create  a  file  with  all 
of  the  assignment  siatemenls  used  in  the  opening 
of  the  program  in  the  same  structure  as  a  LIS  f  Hie 
but  minus  the  line  numbers.  For  example:  rather 
than  having  a  lAS'V  file  that,  when  dumped,  looks 
exactly  like  a  program  listing.  You  have  the  same 
line  of  code,  but  with  commands  only.  The  line: 

1000  FOR  I  =  65  TO  90:  ?CHR$(I);:  NEXT  I 

would  read; 
FOR  I  =  65  TO  90:  ?CHR$(I);:  NEXT  I 

When  entered,  this  line  would  act  exactlv  as  if 
it  were  typed  on  the  keyboard  by  hand.  Ai  the 
beginning  of  my  main  program  I  use  the  command 
'ENTER*  D:<filename>"  \  This  command  causes 
the  system  to  entei'  each  line  of  code  from  my 
Exec  program  and  execute  it  using  virtually  no 
memory  space. 

Vou  can  create  a  file  with  only  an  initialization 
rotitine,  <jr  go  so  far  as  to  write  an  entire  program 
with  this  method.  To  execute  any  of  these  programs 
you  simply  type  ENTER'  or  T.\  the  extension  and 
the  file  name.  BASIC:  will  treat  this  Exec  Program 
exactly  as  if  you  were  typing  in  each  statement 
from  the  key!x)ard,  tliereb)  using  no  memory 
space  for  lines  used  only  once.  The  amount  of 
memory  that  can  be  saved  from  this  method  ranges 
from  y/(  to  virtually  an  entire  progi  am  s  s|>ace. 

One  of  the  restrictions  with  this  technitjue  is 
that  programs  must  be  single  step  or  step  bv  step 
executable.  The  program  must  step  one  line  at  a 
time  executing  each  line  separately  for  the  entire 
length  of  tlie  program.  .Another  restriction  is  that 
yoti  cannot  have  nmlti-line  FOR/NEXT  loops 
(whei  e  both  the  FOR  and  the  NEXT  do  not  reside 
on  the  same  line).  Flie  dilficrulty  is  in  that,  bv  the 
time  the  NEXT  is  encotmtered,  BASIC'  will  have 
discarded  the  FOR  statement,  giving  the  loop 
nowhere  it  can  return  to,  and  causing  an  error. 
The  lines: 

FOR  I  =  65  TO  90 

?CHR$(I); 

NEXT! 

would  have  to  be  restructined  into  one  single  line. 
A  simple  test  for  writing  and  developing  Exec 
Programs  is  to  try  to  write  the  program  by  typing 


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192 


COMPUTE! 


March,  1982.  Issue  22 


each  statement  directly  into  liie  machine  wiiiinut 
using  line  numbers  and  then  checking  the  results. 

Another  Restriction 

Still  another  restriction  is  that,  because  BIXEC^ 
programs  have  no  line  numbers,  G01X)s  and 
GOSUBs  to  points  within  the  KXF.C  program  arc 
not  allowed.  However,  if  you  cmrently  have  a 
program  in  memory,  you  can  call  outside  routines 
that  exist  in  your  main  program  without  afiectitig 
program  control.  Say  you  have  a  delay  routine  at 
line  100  in  your  main  program;  you  can  have  your 
E\ec  Program  (iOSl'B  that  line  and  tlien  retmn  to 
the  next  line  oi  the  KXEC^  prt)grain.  If  you  want, 
you  can  even  have  a  loop  that  will  repeatedly  call 
that  routine.  This  technique  is  shown  in  Program  :i 

In  order  to  create  EXEG  program  files  like  the 
one  I  described,  I  have  written  a  simple  demo 
program  whi(  li  will  write  them.  In  this  demo,  voti 
write  your  own  program  starting  at  line  1000  and 
continuing  anywhere  up  to  line  9990.  The  program 
writes  itself  out  to  disk  in  a  LISl'  file  containing 
only  the  lines  between  1000  and  9999.  This  LIST 
file  is  then  opened  as  an  input  file  and  each  line  is 
read  individually,  the  litu*  numbei s  are  renuned, 
and  the  line  is  rew  litten  to  a  new  tile.  When  the 
program  ends,  vou  can  test  voiu^  file  bv  t\  ping: 
E.^i'^iXOMEM.EXE. 

I  (your  Exec  Program  was  properly  written, 
the  file  should  be  executed  and  yotir  original  pro- 
gram will  remain  unchanged.  II  vou  tried  the  disk 
directory  program,  (Program  1),  )Ou  would  now 
have  a  program  on  disk  w^hich  could  be  called  at 
anv  time  and  would  leave  no  leftover  lines  to  be 
deleted  later. 

One  feature  which  I  should  mention  about 
this  demo  program  is  the  ability  to  test  yom*  pro- 
gram before  making  a  file.  By  typing  GO  1  C)  and 
the  line  luimber  of  the  first  line  of  youi  program, 
you  can  follow  the  program  execution  and  even 
make  changes  where  necessary  before  creating  an 
Exec  Progiam,  This  is  important  because,  if  an 
error  occius  anvtime  dining  execution,  tlie  EXEG 
program  will  stojj  and  control  will  rctin  n  to  the 
monitor.  For  testing,  type  E/l):<lMlename>  and 
check  for  proper  program  How.  H  problems  arise, 
you  can  list  the  line  mnnbers,  make  changes,  and 
RVK  the  program  again  until  all  bugs  are  removed. 

Transfer  Of  Control 

Iw'o  aspects  of  using  this  method  merit  close  atten- 
tion. The  first  is  that  if  you  wish  to  enter  this  pro- 
gram from  a  running  program,  it  is  necessary  to 
have  a  GOTO  (next  line  in  Main  program)  as  the 
last  statement.  1  liis  will  turn  program  control  over 
from  your  Elxec  program  to  your  Main  program 
when  tlie  Exec  is  over.  If  this  is  forgotten,  when 
the  EXEG  program  is  over,  execution  w  ill  stop. 


Since  variables,  ariays,  and  strings  ai e  passed  on, 
the  Main  piogram  can  use  variables  fVf)m  the  Exec 
and  vice  versa. 

The  other  interesting  aspect  is  that  keyboard 
input  will  be  changed  w hile  the  machine  is  leading 
tiom  the  file.  I  he  problem  arises  from  the  fact 
that,  while  the  EXEG  program  is  running,  the 
mat  bine  acts  as  if  all  commands  are  being  iy|)ed  in 
diiectly  on  the  keyI>oard.  When  a  reguhu  INPU  P 
command  is  encoimtered,  rather  than  inputing 
from  the  keyboard,  the  next  piece  of  inlormation 
will  be  read  in  from  the  disk.  If  a  string  is  being 
in|)ut,  that  string  will  lt)ok  like  the  next  series  of 
tonnnands.  'i1ie  way  around  this  is  to  open  (he 
keyboard  as  an  input  buffer.  (OPEN  #1,4,0,"K:") 
Strings  and  unmet  ic  values  would  then  be  entered 
in  a  loop  using  repeated  GET  commands  and 
ending  when  a  <GR>  is  cncotmtered.  The  routine 
given  will  automatically  terminate  after  a  s|)ecified 
mnnber  of  char  acters  have  been  entered.  (In  the 
sample  piogr am.  20  characters  are  entered,  Init 
this  can  be  changed  by  replacing  both  20's  in  the 
routine  with  whatever  you  like.)  The  r'outine  also 
tests  lor  I)ELE/I  E  characters  arrd  rrrodif ies  lire 
string  accor'dingly.  For  mrmeric  values,  vou  can 
simjjly  let  A  =  \  AE(AS).  I  his  is  shown  iir  Program  2. 

.\fter  you  have  tried  a  mmiber  of  programs, 
you  will  notice  tliat  the  pr'orrr|>t  READS'  will  a|jpear 
alter  each  line  is  executed.  So  far,  I  have  iro  cure 
Ibi*  tliis  problem,  but  if  one  is  fomrd  Fll  be  sure  to 
let  you  know. 

In  a  short  period  of  time,  you  carr  build  a 
substantial  library  of  Exec  litnctions.  By  changing 
the  rrame  of  the  outptrt  file,  you  can  label  the  func- 
tions any  wav  you  find  convenient.  For  example; 
E/ D:DIR  wotild  display  your  current  directory, 
and  E.''D:HEXDEG  would  convert  hex  values  to 
decimal.  Except  for  variable  declarations,  none  of 
these  would  alfect  the  current  program  in  metrrory. 

All  in  all,  I  have  shown  only  a  handltil  tjf  the 
})oteittial  uses  of  Exec  Progr  arris.  Other  uses  might 
incltrde  complex  Batch  Jobbing  and  self-deleting 
line  numbers.  Any  new^  ideas  or  feedback  about 
this  lechniciue  would  be  greativ  appreciated.  Like 
many  aspects  ol  the  Atar*i,  I  feel  that  we  ar'e  still 
only  beginning  to  understand  lire  full  poiemial  of 
this  fantastic  machine. 

Main  Program 

100  DIM  A$ (500) 

110  TRAP  200 

120  LIST"D:XYZZY.TMP'*  ,100  0,9999 

130  0PEN#1,4 ,0,"D:XYZZY.TMP" 

140  OPEN#2,8 ,0,"D:NOMEM.EXE" 

150  INPUT#1;A$ 

160  PRINT#2;A$ (6) 

170  GOTO  150 

200    IF    PEEK  (195)  0136    THEN    ?"ERROR   -"; 


PEEK(195) 
210  CLOSEll 
220  CL0SE#2 
230  END 


Program  1:  Disk  Directory 

1000    GRAPHICS    0:CLOSE#1:OPEN#1,6,0/'D:*.*" 
:    FOR    1=1    TO    999:GET#1,A:?CHR$(A) ; : 
IF   A0155    OR    B083    THEN    B=A:    NEXT    I 

Program  2:  Input  A  Value 

1000    CL0SE#1:?"ANSWER?";  : 0PEN#1 , 4 , 0 /'K : " : 
FORI    =    1    TO    20:    GET#1,A:     ?CHR$ (A) ; : 
A$(I)=    CHR${A):     1=1+20* (A=155) -2* (A= 
126) ;    NEXT    I 

Program  5:  Calling  Outside  Routines 

500  FOR  1=0  TO  127 

510  PRINT  CHR$(27);CHR$ (I)  ; 

520  NEXT  I 

1000  FOR  J  =  1  TO  5:  GOSUB  500:  NEXT  J 

Program  4:  List  Program  Variables 

1000    J=PEEK(130)+256*PEEK(131) 

1010  FOR  J=J  TO  PEEK(132)+256*PEEK(133)-1: 
?CHR$ (PEEK(J)-128* (PEEK (J>127) )  ;CHR$ 
(27+128*CPEEK(J)>127) ) ; :NEXT  J 

1020  1=0:  FOR  J=PEEK(130)+256*PEEK{131)  TO 
PEEK (132)+256  *  PEEK(133)-1:  1=1+ 
(PEEK (J) <127) :NEXT  J:  ?  I ;" VARIABLES " 


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Getting  Started 


■  The  hottest  trends  in  the  market 
fl  The  seven  best  test  markets 

■  How  ta  read  between  the  lines  at  a  trade  show 

■  107  ways  to  reach  your  market 

■  Examples  of  the  best  ads  in  the  business 

■  How  to  get  free  advertising 

■  The  21  steps  to  set  up  your  business 

■  How  to  start  a  manufacturing  business 

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■  How  to  give  a  seminar 
M  How  to  start  a  service  business  krmwwifl 

■  How  to  package  software  for  the  mass  market 

■  How  to  be  a  highly  paid  consultant 

■  Franchtsiiig— the  good,  the  bad  and  the  ugly 

■  Interviews  with  six  successful  microcomputer  businesses 

■  How  to  use  the  RLC  factor  to  be  street  smart,  lean,  mean  and  successful 

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>  How  and  when  to  sell  your  business 

WRITE  OR  CALL-DONT  WAITI 


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D  Your  Fortune  In  The  Microcomputer  Business 

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_©  1982  Wildfire  Pub. 


1P4 


COMFUTEl 


March,  1982.  Issue  22 


BASIC  4.0  To 

Upgrade 
Conversion  Kit 


Elizabeth  Deal 
Malvern,  PA 


Q:   When  is  a  NEXT  not  a  NEXT? 
A:   When  its  a  DCLOSE  command  from  Basic  4, 
of  course. 

Tfiis  arlictc  is  inlciuled  primarily  for  users  of  tfie 
Upgrade  PE'iVdBM  systems.  It  discusses  several 
BASIC  4  dislv  commands,  as  they  appear  on  tlie 
Upgrade  screen. 

BASK"  4  programs  can  often  rini  in  the  up- 
grade system  with  or  without  conveision.  But,  to 
convert,  one  must  know  the  autlior's  intent  in  the 
progiam  and  the  Upgrade  system  ol)hterates  tfie 
necessary  information.  Reilect  on  a  three  way 
analogy  you  might,  some  day,  see  on  your  screen: 

NEXT  =  RETURN  WITHOUT  GOSUB  =  DCLOSE 
It  looks  curious,  l>ui  it  makes  sense. 

A  Bit  Of  History 

Some  time  ago,  I  had  the  pleasure  of  using  a  BASIC 
4  CBM.  I  was  writing  a  relative  file  program.  At 
one  point  I  had  to  reninnbcr  the  program,  CBM 
couldn't  do  it  lor  me,  and  tlie  only  sensible  solution 
was  to  load  the  program  into  my  trust)  old  Upgi  ade 
PET  equipped  with  foolkit"''.  I  listed  the  progiam 
to  see  how  the  disk  (onnnands  would  behave  in  a 
new  environment. 

Assorted  quotes  from  BASIC  4: 

300  FOR  1=  ITONF:RECORD#(DF),(CR),(FP^f(I)) 
310  PRINT#DF,F$(I):GOSUB230:NEXT:RETURN 

READY, 

2020  DOPEN#(DFWFF$),D(DD),L(RS)  :GOSUB230 
2030  RECORD#(DF),)NR):GOSUB230:FRINT#(DF), 

CHR$(255):GOSUB230 
2040  CLOSEDF:GOSUB230:OPENDF:GOSUB230:FR 
=  1:RETURN 

READY. 

3090  SCRATCH(KY$) 
READY. 

4020  DCLOSE 
READY, 

As  seen  l)y  the  Upgrade  system: 

300  FORI=  lTONF:DATA#(DF),(CR),(FP7f(I)) 
310  PRINT#DF,F$(I):GOSUB230:NEXT:RETURN 


READY. 

2020  FOR#(DF),(FF$),D(DD),L(RS)  :GOSUB230 
2030  DATA#(DF),(NR):GOSUB230:PRINT#(0F), 

CHR$(255):GOSUB230 
2040  CLOSEDF:GOSUB230:OPENDF:GOSUB230: 

FR=1:RETURN 

READY. 

3090  GOSUB(KY$) 
READY. 

4020  NEXT 
READY. 

The  screen  showed  FOR#  wheie  DOPEN# 
should  have  been  (line  2020),  and  DA4  .\#  where 
a  I  elative  file  statement  REC()RL)#  sliould  have 
been  (lines  3()()  and  2020).  VVoise  still,  it  nanslated 
SCRATCH(KV$)  into  GOSUB(KVS)  in  line  3090. 
Finally,  a  conversion  of  a  simple  DCLOSE  into 
NEXT  (line  4020)  seemed  incredible. 

Both  the  Toolkit  and  the  PE  f  left  those  key- 
word tokens  intact  (I  did  not  retype  the  BASIC  4 
kevwords,  doing  that  would  have  destroyed  them). 
The  program  worked  fine  after  transfer  to  the 
BASIC  4  comptiter.  And  that  was  that. 

Recently,  I  had  to  look  at  that  undocumented 
mess  of  code.  I  lemembered  some  of  the  nasties, 
but  couldn't  recall  them  all.  Seveial  of  these  com- 
mands leaped  otit  in  a  listing  as  invalid  ones,  but  I 
dichf  t  catch  NEXT,  of  course.  It  seemed  to  belong, 
I  lowcver,  Pow  er  didn't  let  this  otie  slip  bv. 

While  scrt)lling  through  the  pt ogram,  back 
and  forth,  looking  for  additional  ti otible,  I  noticed 
that  GOSUB(KY$)  translated  imo  S  fRlNG  TOO 
LONG(KY$)  and  there  appeared  a  strange  looking 
4()2()  RETURN  WEI  HOUT  C;()SUB  statement. 
That  was  mv  NEX  E.  (I  camiot  provide  a  printottt, 
because  to  print  we  use  the  LIS'E  command,  where- 
as these  two  long  sentences  w^ere  not  done  b\  LIST, 
they  restilted  from  scrolling.) 

I  was  hicky  in  that  I  was  looking  at  a  program 
I  had  written  and  had  a  vague  idea  of  what  it  did. 
But  imagine,  for  an  instant,  that  somebody  sends 
voti  a  piogram  containing  BASIC  4  disk cominands. 
How  can  you  go  about  finding  out  w4iich  are  used? 
How  can  voti  distinguish  the  true  l^pgrade  com- 
mands, like  NEX  I  from  BASIC  4  disk  commands? 

Solution 

It  alwavs  helps  to  utiderstand  the  process.  The 
Power  mantial  was  useful  in  solving  this  one  for 
me,  becattse  it  explained  where  and  how  Power, 
and  the  PEE  for  that  matter,  pick  up  the  keywords 
and  error  messages  contained  within  ROM. 

One  way  to  get  at  the  keywords  is  to  look  in 
ROM  in  both  Upgrade  and  BASIC  4  systems  and 
produce  a  side-by-side  listing  oi  tokens  and  mes- 
sages. The  search  addresses  were  taken  from 
memory  maps. 


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_i 


196 


COMPUTEl 


Morch,  1982  Issue  22 


I  used  this  routine: 

140  N^0:F=1:M=128:P=127:TP  =  PEEK(50003) 
150  S  =  49298:E  =  498 12:REM  UPGR  &ORIG 
160   rFTP=  160THENS  =  45234:E  =  45858:REM  4 

80  COLUMN 
170  FORJ  =  STOE 

1 80   IFFTHENF  =  0:PRINT:PRINTN;N  +  M;:N  =  N  +  1 
190   V  =  PEEK(J):IFVANDMTHENV  =  VANDP:F=  1 
200   PRINTCHR$(V); 
210   NEXTJ 
READY. 

The  results  are  shown  in  Figure  1.  A  list  nearly 
identical  lo  the  BASIC  4  listing  was  in  COMPUTE! 
#  1 5,  and  die  list  ot  die  U|)grade  tokens  was  in 
COMPUTE!  #  1 .  The  list  presented  here  also  adds 
the  messages  which  follnu  the  list  of  tokens. 

Note  that  tokens  on  the  Upgrade  PE  F  range 
in  number  from  128  to  203.  From  204  down  we 
have  the  PET-people  interface.  On  the  BASIC  4 
systems,  tokens  langc  irom  128  to  218  with  tokens 
128-203  being  common  betw^een  the  two  systems. 
Messages  follow  the  tokens  and  begin  at  number  219. 

The  tokens  that  give  us  trouble  are  the  ones  in 
BASIC  4  numbered  204^218.  They  line  up  with 
Upgrade  PET's  messages  or  with  the  beginning  of 
the  token  list,  depending  who  is  doing  the  lining 
up,  LIST  or  Pow  er's  scroller. 

The  Logic  Of  It  All 

The  reason  behind  it  goes  like  this  (I  think)  :  The 
progratii  that  runs  die  PKT,  the  BASICS  inleipreter, 
takes  a  BASIC  4  token  that  was  loaded  in,  for 
instance  token  206  (DCLC)SE).  In  order  to  print  it 
on  the  screen,  it  scans  the  table  looking  for  206. 
But  the  Upgrade  PE  T  knows  that  the  highest  valid 
token  number  in  its  list  is  203.  When  the  list  is 
exhausted,  it  wraps  aroinid  and  starts  at  the  top  of 
the  list,  goes  down  three  more  items  and.  conse- 
quently, returns  an  inconspicuous  NEXT.  Power, 
on  the  other  hand,  doesn't  wrap  around.  When  a 
token,  invalid  for  the  system,  exists  in  I  lie  program, 
it  goes  down  the  list  to  number  206  and  finds  a 
clearly  visible  RETURN  W' ITHOUT  GOSUB 
message,  equivalent  to  DCLOSE.  All  quite  logical. 
And  simple. 

The  conversion  kit,  therefore,  consists  of  a  list 
of  tokens  and  messages.  By  some  careful  work  on 
your  part,  BASIC  4  programs  can  be  lead  on  an 
Upgrade  scieen.  H  you  see  a  strange  looking  com- 
mand, you  can  find  out  what  it  means  by  aligning 
the  tokens  and  messages. 

Trv  to  guess  what  BASIC  4  statement  is  in- 
tended when  the  LIS  I  command  savs  END  and 
Power  s  scroller  says  NEXT  WITHOUT  FOR? 
How^  about  LIST  showing  COTO  aiul  the  scroller 
showing  REDINLD  ARRAY? 

Subsequent  to  the  disk  commands  having  been 
decoded  from  their  curious  appearance,  the  only 


remaining  job  is  to  rewrite  those  commands  into 
words  Upgrade  PET  can  understand  (to  achieve 
reverse  compatibility).  Relative  file  commands 
cannot  be  converted  that  easily.  For  this  you  might 
consult  reference  (4)  below.  If  you  see  RECORD  # 
scattered  in  the  B ASI(!1  4  program,  you'll  need  to 
do  some  work.  In  any  case,  make  sure  that  you  add 
a  semicolon  at  the  end  of  all  PRINl^  statements. 
Other  commands  can  be  translated  with  little  diffi- 
culty by  consulting  the  disk  manual,  once  you 
know  what  they  are  supposed  to  be. 

Don't  Jump  To  Conclusions 

WARNING:  ' Frying  to  write  a  BASIC  4  program 
on  an  Upgrade  PET  cannot  w^ork  easily.  Writing 
F()R#4  will  not  result  in  DOPEN#4,  unless  you 
scan  the  program  and  add  75  to  the  selected  FOR 
token  value  leaving  intended  FORs  alone.  It  makes 
no  sense  to  try  to  do  it,  because  you  couldn't  debug 
yoiu'  hybrid  creatif)n  anyway. 

REFERENCES: 

I )  BuUcrjkhVs  Mmnan  maps  in  COMPUTE!  i.ssuvs  2  and  7. 

2i  POWER  Manual  (Projesswnal  Software). 

3)  rscrs  Manual  far  (BM  5[/f-infh  Dual  Fhpfry  Disk  Drives, 

(jitnuuidori'  Bus  in  ess  Ma  (hints,  part  #  32()S99, 

I)  Butti'rjit'hrs  Mixing  aud  Matching  Commodinr  dish  syslem. 

I  am  grateful  to  COMPUTER  FORUM  ofFRAZER.  PA  for 

permitting  me  to  use  their  BASIC  4  equipment. 


For  your 

Commodore 

CBM  and  VIC 

needs 

contact: 


PEHED  MICROSYSTEMS 

4265  W,  Loomis 

Milwaukee,  Wl  53221 

(414)282-4181 


DR.  DALEY  Introduces... 

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First  though,  let's  take  a  look  at  a  few  of  the  many  features  of  this  program. 


Feature 

1.  ON-LINE  help 


Benefit 

At  your  fingertips  is  the  equivalent  of  a  60  page  manual.  At 
any  time  the  computer  is  waiting  for  a  response  from  you, 
you  may  press  the  'h'  key  or  type  *help'.  THE  wiz  will  then 
provide  you  with  an  explanation  of  the  function  you  are 
working  with. 


2.  Plotting    capability    This  is  a  feature  unique  to  THE  WIZ.  It  can  produce  a  bar 

graph  with  up  to  18  bars  or  a  histogram  with  up  to  100 
points  plotted.  Graphically  presented  data  is  easy  to 
interpret. 


3.  Wordpro  interface 


4.  Read  a  sequential 
file 

5.  Search  for 
keywords 


This  option  is  standard  with  THE  WIZ.  With  many  of  the 
competing  data  managers,  if  available,  it  is  an  extra  cost 
option. 

You  may  reorganize  your  files  or  even  read  sequential  files 
generated  by  other  data  management  systems. 

Here  you  can  search  for  a  word  in  ANY  field  in  your  re- 
cord. It  can  even  ignore  differences  due  to  upper  case  and 
lower  case  characters . 


6.   Constants   in  data     You  may  store  up  to  three  separate  sets  of  contant  fields. 
entry  Each  set  can  have  as  many  fields  as  you  like  filled  with 

information.  Then  two  keystrokes  will  call  the  appropriate 
set. 

And  there  is  more.  There  is  not  room  enough  to  tell  you  all  the  features  in  a  one  page  ad! 
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receive  TRADE-IN  credit  for  your  purchase  of  THE  WIZ.  Call  us  on  our  toll  free  number 
(800)  548-3289  for  our  offer  on  your  present  system.  Remember  that  this  offer  expires  March 
15,  1982. 

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Call  between  9  a.m.  and  6  p.m.  Mountain  time  Monday  through  Friday 


198 


COMPUTE! 


Morch.  1982,  Issue  22 


UPGRADE 

0 

128  END 

1 

129  FOR 

1=:! 

130  NEXT 

•-Z' 

•-.' 

131  DflTR 

4 

132  INPUTtt 

5 

133  INPUT 

e 

134  DIl'l 

r 

135  RERD 

s 

136  LET 

9 

137  C 

50T0 

10 

138 

RUN 

11 

1 39 

IF 

12 

140 

RESTORE 

13 

141 

OOSUB 

14 

142 

RETURN 

15 

143 

REM 

16 

144 

STOP 

17 

145 

ON 

18 

146 

WAIT 

19 

147 

LORD 

20 

143 

SR'v'E 

21 

149 

VERIFV 

22 

150 

DEF^ 

23 

151 

POKE 

24 

152 

PRINT# 

25 

153 

PRINT 

26 

154 

CONT 

27 

155 

LIST 

23 

156 

CLR 

29 

157 

CMD 

30 

15S 

SVS 

31 

159 

OPEN 

32 

160 

CLOSE 

33 

161 

GET 

34 

162 

NEW 

35 

163 

TRB':: 

36 

164 

TO 

37 

1 65 

FN 

38 

166 

SPCt: 

39 

167 

THEN 

40 

163 

NOT 

41 

169 

STEP 

42 

170 

H- 

43 

171 

- 

44 

172 

* 

45 

173 

1-' 

46 

174 

t- 

47 

175 

RND 

48 

176 

OR 

49 

177 

..-** 

50 

17S 

™- 

51 

179 

■•■_ 

52 

1 30 

SGN 

53 

131 

INT 

54 

132 

RBS 

BASIC  4 

0 

12S  END 

1 

129  FOR 

k! 

130  NEXT 

•~i 

131  DRTR 

4 

132  INPUT# 

5 

133  INPUT 

6 

134  Din 

~7 

135  READ 

S 

136  LET 

9 

137  GOTO 

10 

138  RUN 

11 

139  IF 

12 

140  RESTORE 

13 

141  GOSUB 

14 

142  RETURN 

15 

143  REM 

16 

144  STOP 

17 

145  ON 

IS 

146  WRIT 

19 

147  LORD 

20 

148  SfiVE 

21 

149  VERIFV 

22 

150  DBF 

23 

151  POKE 

24 

152  PRINT# 

*;-i  i:."| 

153  PRINT 

26 

154  CONT 

27 

155  LIST 

23 

156  CLR 

29 

157  CMD 

30 

158  SVS 

31 

159  OPEN 

32 

160  CLOSE 

:-;3 

161  GET 

34 

162  NEW 

35 

163  TREK 

36 

164  TO 

37 

165  FN 

38 

166  SPC':; 

39 

167  THEN 

40 

168  NOT 

41 

169  STEP 

42 

170  + 

43 

171  - 

44 

172  * 

45 

173  / 

46 

174  t 

47 

175  AND 

4S 

176  OR 

49 

177  > 

50 

178  = 

51 

179  < 

52 

180  SGN 

._i  \j;;\ 

ISl  INT 

54 

182  RBS 

MM 


JV 


standard  Features: 

•  Full  power  to  PET/CBM  for  a  minimum  of 
15  minutes 

•  Installs  within  PET/CBM  cabinet 

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•  Batteries  recharged  from  PET/CBM  inte- 
gral power  supply 


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"BATTERY 
BACKUP 
SYSTEM= 

FOR  COMMODORE  PET/CBM  COMPUTERS 


X  3.6"  X  2.4" 


Physical  Size:    5  5' 

Weight:    4.5  lbs. 

Time  to  reach  full  charge;    16  hours 

Duration  of  outputs:   Minimum  of  15  min. 

Voltages:    +16,  +9,  -12,  -9 

Battery  Life  Expectancy:    3  to  5  years 

Battery  On-Off  Switch 


For  Use  With: 

•  Commodore  PET/CBM  2001  and  4000  ser- 
ies computer 

•  Commodore  PET/CBM  8000  series  com- 
puter (screen  size  will  not  be  normal  on 
battery  back-up) 

•  Commodore  C2N  Cassette  Drive 


Never  again  lose  valuable  data  because  of 
power  shortages  or  line  surges,  BackPack  sup- 
plies a  minimum  of  15  minutes  reserve  power  to 
32K  of  memory,  the  video  screen  and  tape 
drive.  BackPack  fits  inside  the  PET/CBM 
cabinet  and  can  be  installed  easily  by  even  the 
novice  user.  BackPack  is  recharged  during  nor- 
mal operation  and  has  an  integral  on-off  switch. 

BackPack  comes  fully  assembled  and  tested, 
Instructions  included. 

Also  available.  Back  Pack  unit  for  Commodore 
CBM  4040  and  8052  Dual  Drive  Floppy  Disk. 


Dealer  and  distributor  inquiries  invited. 


BackPack  is  a  trademark  of  ETC  Corporation 
CBM/PET  are  trademarks  of  Commodore  Business  Machines 


Designed  and  manufactured  by: 

ELECTRONIC  TECHNOLOGY  CORPORATION 

P.O.  Box  G,  Old  N.C.  42 

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Phone;  (919)362-4200  or  (919)362-5671 


Electronic  Manufacturing 

Technical  Design  and  Development 

Computer  System  Technology 


ELECTRONIC  TECHNOLOGY  CORPORATION 


200 


COMPUTE! 


March.  1982.  Issue  22 


UPGRADE 

55 

133 

IJSR 

56 

184 

FRE 

57 

185 

PUS 

58 

186 

SQR 

59 

187 

RND 

60 

138 

LOG 

61 

189 

EXP 

62 

190 

CDS 

63 

191 

SIH 

64 

192 

TFIN 

65 

193 

RTN 

66 

194 

PEEK 

67 

195 

LEH 

63 

196 

STR* 

69 

197 

vnL 

70 

193 

FlSC 

71 

199 

CHR* 

72 

200 

LEFT* 

73 

201 

RIGHT* 

74 

202 

MID* 

75 

203 

GO 

76 

204 

NEXT  NITHOUT  FOR 

77 

205 

SVHTfl:^:: 

73 

206 

RETURN  WITHOUT  GOSUB 

79 

207 

OUT  OF  DflTfl 

80 

208 

ILLEGRL  QURNTITV 

31 

209 

OVERFLOW 

82 

210 

OUT  OF  MEHORV 

S3 

211 

UNDEF'D  STRTEMEHT 

84 

212 

BRD  SUBSCRIPT 

85 

213 

REDIM-D  RRRRV 

86 

214 

DIVISION  BV  ZERO 

87 

215 

ILLEGRL  DIRECT 

83 

216 

TYPE  MISMRTCH 

89 

217 

STRING  TOO  LONG 

30 

213 

FILE  DRTR 

91 

219 

FORMULR  TOO  COMPLEX 

92 

220 

CRH'T  CONTINUE 

93 

221 

UNDEF'D  FUNCTION 

94 

222 

ERROR  IN 

BASIC  4 


59 
68 
61 
S2 

5  3 
64 
65 

6  6 
67 
63 

70 
7i 


183 
184 
1 8S: 
186 

1S7 
188 
1 89 
130 
191 
192 
193 
194 
19!5 
196 
1  '3  7 
198 
199 

200 

201 
202 


76 

204 

205 

78 

206 

79 

207 

30 

208 

81 

209 

S2 

210 

83 

211 

34 

212 

1-1  £=; 

''.'■'  1  "-: 

C.  .1   ■_• 

36 

214 

37 

215 

83 

216 

1-lQ 

217 

90 

213 

91 

92 

93 

94 

95 

SG 

S? 

98 

99 

1 00 

101 

102 

103 

104 

105 

106 

107 

103 

109 


219 
220 

221 


224 


USR 
FRE 
POS 

SQR 

RhID 

LOG 

lEXP 

C0S 

3 1  i'-l 

TRH 

RTN 

PEEK 

LEN 

STR:$- 

VRL 


BSC 
CHR:3r 

LEFT"-^ 
RIGHTS 

GlJ 

COM CRT 

DOPEh-i 

DCLObE 

RECORD 

HERDER 

COLLECT 

BRCKUP 

COPV 

RPPEHD 

DSRVE 

DLOfiD 

CRTRLOG 

REHRME 

3CRRTCH 

DIRECTORV 

NEXT  NITHOUT  FOR 

SVNTRX 

RETLIR!--!  NrrHOUT  GOSUB 

OUT  OF  DRTR 

ILLEGRL  QURNTITV 

OVERFLON 
;25  OUT  OF  HE NOR V 
^26  UNDER '^D  STRTEMENT 
r27  EiRD  SUBSCRIPT 
223  REDIh-^D  RRRRV 

229  DIVISION  BV  ZERO 

230  ILLEGRL  DIRECT 

231  TVPE  NISMRTCH 

232  STRING  TOO  LONG 

233  FILE  DRTR 

234  FGRNULR  TOO  COMPLEX 

235  CRN'^T  CONTINUE 

236  UNDER -^D  FUNCTION 

237  ERROR  IN 


March.  1982.  Issue  22 


COMPUTil 


201 


Screen  Save 
Routine 

Joseph  Trem 
Garfeld  Heights,  OH 


A  while  back,  COMPUTE!  published  an  excellent 
article  for  drawing  pictures  entitled  "SUPER 
CUBE"  (COMPUTE!  #1 1).  Pictiues  are  drawn  to 
look  3-diniensional.  After  playing  with  this  pro- 
gram, some  very  interesting  pictures  developed.,, 
all  tt>  be  lost  when  the  computer  was  turned  off! 
Gee,  it  sure  would  be  nice  to  sa\  e  those  Rem  brand  ts! 

The  following  utilit)  program  can  be  appended 
to  the  end  of  your  favorite  drawing  programs  and 
will  enable  you  to  save  those  Renibrandts.  A  sample 
drawing  is  included  at  the  beginning  of  this  utility. 

The  Atari  computer  is  fascinating  indeed.  The 
moie  yoti  delve,  the  more  intriguing  it  becomes. 
This  program  is  based  on  three  screen-related 
memory  addresses  -  87,  88,  Sc  89.  Location  87 
contains  the  graphics  mode  presently  in  use.  Type 
"GRAPHICS  7^  then  type  "PRINT  'PEEK(87)^\ 
The  computer  will  respond  with  "7*'.  Locations  88 
and  89  store  the  starting  addresses  of  .screen  nie- 
niorv.  88  contains  the  low  byte  and  89  contains  the 
high  byte.  Again,  type  "GRAPHICS  7",  then  type 
"PRINT  PEEK(88)  +  PEEK(89)=^25(>".  This  will 
return  the  memory  starting  address  for  Graphics 
7.  Note  that  each  computer  may  return  a  different 
number  depending  on  the  nieniory  size  ol  the 
machine.  Now  i\  pe  *POKE(meniory  start),  255*'. 
This  will  light  up  one  full  byte  at  the  top  left  corner 
of  the  screen  (Figure  1). 

Figure  1 . 


GRAPHICS  7 
~40  BYTES" 


-H 


80 
BYTES 


READY 


Type  "POKE(memory  start +  40,255",  and  this  will 
light  up  the  next  full  byte  directly  under  the  first 
byte.  Knowing  this,  it  is  possible  to  keep  track  of 
every  byte  on  the  screen.  There  are  40  bytes  hori- 
zontally and  80  bytes  vertically  in  Graphics  7.  In 
the  uulity  program,  line  33240  locates  the  starting 
address  of  your  picture.  Lines  32125  and  32225 
scan  and  set  screen  memory  locations.  You  may 
adapt  these  lines  to  any  graphics  mode  using  the 
chart  provided.  For  example,  if  you  happen  to  be 
using  graphics  5,  change  the  "40*80"  in  those  lines 
to "20*40" 


HORIZONTAL 

VERTICAL 

BYTES 

BYTES 

GR.8 

40 

160 

GR.7 

40 

80 

GR.6 

20 

80 

GR.5 

20 

40 

GR.4 

10 

40 

GR.3 

10 

20 

GR.2 

20 

10 

GR.l 

20 

20 

GR.O 

40 

24 

(full  screen) 

After  running  this  program,  you  may  want  to 
append  only  the  tuility  pari  to  your  favorite  drawing 
program.  Here's  how  to  do  it.  First,  make  sure 
vour  drawing  program  does  not  exceed  line  30999. 
Now  type  LIST"C:'\3 1000,32240  or  LIST^'DiHIe- 
name'\  31000,32240.  This  will  save  only  lines 
31000  through  32240.  When  completed  type  NEW 
and  load  your  drawing  program  (e.g.  SUPER 
(T'BE).  Now  load  ^ our  utility  program  back  in. 
4  his  is  done  by  typing  ENTER"C:"  or  ENTER 
"D: filename".  This  will  append  your  utility  to  the 
end  of  any  drawing  program. 

Some  programs  may  have  to  be  modified 
slightly,  but  with  a  little  effort  you  may  find  it 
worth  it.  Run  your  program.  Draw  yotu^  master- 
piece. When  vou  are  satisfied  with  >  our  creation, 
press  the  BREAK  key  and  type  "GOTO  31000". 
This  will  initialize  the  save  and  load  louline.  Then 
sit  back,  relax  and  surprise  someone  with  a  genuine 
work  of  art  worthy  only  of  the  great  masters. 


10 

40-195 

200 

30000 

31000 

32000 

to 
32060 

32100 

to 
32103 


Initializes  SCREEN  SAVE  ROUTINE 

Draws  sample  picture  (e.g.  Space  game  playfield) 

Reinitializes  menu  after  drawing 

Sets  GR.2  &  title 

Opens  lOCB  for  keyboard 

Prints  menu.  Gets  keyboard  input  and  directs  to 
appropriate  line. 

Prints  save  menu.  Gets  keyboard  input  and 
directs  to  appropriate  line. 


202 


COMPUTEI 


March.  1982.  Issue  22 


32105 

to  Prints  disk  instructions. 
32208 

32110 

to  Prints  cassette  instructions. 

32210 

32200  Prints  load  menu. 

32122  Stores  graphics  mode  and  color  register  data. 

32125  Stores  screen  RAM  data. 

32222  Reads  graphics  mode  and  color  register  data  and 
pokes  it  into  correct  location. 

32225  Reads  screen  RAM  data  and  pokes  into  correct 
locations. 

32240  Determines  start  address  of  screen. 


10  uOTO  338y8 

46  GRAPHICS  7:SETCnL0R  y.b.-b^REr1  tSET  GR 

ftPHICS  7  MODE 

60  Ili>49  =  C0=l -COLOR  1 

65  I[i>nC:+v3.Q5 

70  X=SIH(  INC  >t20 ■■  Y=COS(  IHC >:¥:2y 

75  PLOT  X+80..V+35:  SOUND  LX+5e,10..3 

80  CO=D:i+i=IF  CO<130  THB-^  65 

108  C:Ci=l 

lie  CCtOR  3 

138  ItC=I[C+e.05 

140  K=SIH(  IHC+i  ):?30  =  Y=l:0S'::  IW:  ):¥:38 

145  IF  C0>49  AND  C-0<78  THEN  168 

158  CCLOR  2^  PLOT  X+fc©..Y+35:SCllND  LX+58. 

6.8 

155  DjLOR  3:Ftut  X+31..Y+3o:  COLOR  1:PL0T 

X+79;y+32 

160  CO=Cu+l:IF  Cn<i3y  'HhH  118 

178  COLOR  1:F0R  K=i  TO  159  =  PLOT  X..79  =  DF:h 

WTO  y;79-RH0(_8>^'5= SOUND  l.X.  10.8  =  HEKT  X 

IS-S  FOR_ X=l    i  0  20  •  COLOR  mK  8 ):?  1+ 1=  PLOT 

40 ..  49  ■■  DkAWTQ  RND(  S  )*  1 8 ..  RHu(  8  X?  1 8  =  SOUND  1 

..X+20.-5..8:NtXT  X 

183  FOR:  X=i2y  TO  159  =  COLOR  RHD'::6):=J;2+1  =PL 

UT  X.28  =  DRAlaT0  X;RH0(6>:f28  =  HEXT  X 

185  COLOR  2  =  PLOT  13ti.3S  =  DRAWT0  130  .-24  =  OR 

tt'lTO  134/24  =  DRhI']T0  l.;;4..38  =  PL0T   i30.=  27:DR 

AhTO  134 -.27 

1&"  PLOT  i42;25  =  DRHWTC_142.'24:DRAWi0  138 

..  24  =  DRAWTO  1 38 .  30  =  DRAW  i  0  1 42 .  38  =  DRAwTO  I 

Til-  .'    t— «■ 

187  FIOT   153.:  24  =  DRAWTO  146..24  =  DRAUT0  146 
..  30  =  DRAWTO  1 50 ..  38  =  PLOT  1 46 ..  27  =  DRAUTO  1 49 


30800  GRAPHICS  2=?  #6.;"  SCREEN  SAUE  RiJJl 


198  COLOR  2' PLOT  S.8  =  DRAUT0  159;S  =  DRHl'iT0 
159 ..  79  ■  DRAm  0  S;  79  =  DRAl-4T0_3. 8 
195  COLOR  l^RLOT  30;?8-rLOi   4S. 18 -PLOT  1 
48 ,'30 -PLOT   150.-78^f^L0T  185.35  =  SOUND  l^B- 

280  GOTO  32888 


31088  CLOSE  #i^OPEH  #h4,e;-'K''' 

32000  scrn==32248  •  gosub  scrh  =  poke  752  ■  1  =  '^' 

1.,.DRhU  PICTURE^^'  '^ 
32818  ?  '■  2.  ,  .SAUE  PICTURE^' 

32026  ?  "  3..  .LOAD  PICTURE'' 

32050  GET  #l.-H=IF  h<49  OR  ft>5i  THEM  3285 

0 

32860  OH  H-48  LiOtO  48^32168.32280 
32108  ?  =?  "     SAUE  TO     1 ,.  .CASSETTE^- ^^  ^-^ 

2...  DISK?  ^' 
32101  GET  #1;A^IF  h<49  OR  R>=^m  THEH  321ft 
1 

3218^  OH  H-4S  GOTO  32110.32105 
32l0:j  ?   :':   -       PLEASE  INSERT  DISKETTE  AN 
D  PRESS      _     _i^"^^-*R^^ "  *GET  SLA^OREN  #2; 
8-0. ''D  =  PICTURE^':  GOTO  32128 
32110^?   =?  '^PLEASE  PLACE  CLEAN  TAPE  IH  R 
ECORuhR  fMj  press   1  RETURN  \ '' 

321iD  OPtH  #2.S;8. 'X^'^REn  tOPEN  FILE  TO 
SftUb 
32128  ?   •?  "SIT  BACK  AnD  REL^X         '^fiLiUi 
G  PICTURE  r^ 

32122  i10DE-hctK'-8'^)^PUT  #2.t10DE*FuR  1=0 
TO  4  ■  COL=PEEK(  788+ 1 )  -  PUT  #2 .-  COL  -  NEXT  I 
32125  FOR  I=SCREEH  TO  SCREEi'H(  48^98 )-i  ^L 
OC=PEEK(  I )  *  PUT  #2;  LOC  ■■  NEXT  I  *  CLOSE  #2 
32136  GOTO  32380 

32288  ?  :?  '"  LOAD  TO  1.  .  CASSETTE^"  ^^  ^ 
?  ''  2,  .  .DISK*"^'' 

32201  GET  tl.A^IF  h<49  OR  h>58  THEH  3228 

i 

122m  POKE  752. 1 

322y!:>  On  A-4y  GOTO  322  l^v^  3229'? 

32208  ?  =?  "  PLEASE  INSERT  DISKETTE  AND 

F'RiESS     1  RETURN  I "  =  GET  #1 .  A  •  OPEN  S2  .■  4 
.. 8..  "D  =  PICTURE-'  =  GOTO  32228 
32218  ■'^'  "  PLEASE  INSEF'T  TAPE  AWQ  PRESS  i 
RETURN i" 
32215  OPEN  #2.=  4.:8.=  "C="=REM  *nPEN  FILE  TO 

LOAD 

32228  ?  =-^  =■?  "RELAX  AND  ENJOY.  .  .  ILOAOI 
m:  PICTURE!" 

32222  GEi  #2.  riODt  =  GRAPHICS  rlODt  =  GOSUb  SC 
RN  =  rOR  1=8  TO  4  =  GET  #2..- COL  =  POKE  783*1.00 
L  =  t€XT  I 

3222ti  FOR  I=SCRhhN  TO  SCREEH+(40^=:8S)-1  =  G 
ET  #2.  LOC  =  POKE  L LOC  =  NEXT  I  =  CLOSE  #2 

32248  SCREEN=PEEK(  3S  )+PE£K':  89  :'t256  =  RETUR 

N 

32508  REH  **biRITTEN  BY  JOSEPH  TF;Ef1:^* 

32581  REM  ti  SCREEN  SAUE  ROUTINE  ** 


March,  1982.  Jssue  22 


COMPUTE! 


203 


Parti: 


A  Superboard  II 
Monitor 


Frank  Cohen 
Pacific  Paltsadea  CA 


In  the  last  article  I  stated  my  opinion  of  the  OSI 
Superboard  ITs  video  output.  The  result  was  an 
advanced  cursor  routine  to  supplement  the  power- 
ful ROM-based  Microsoft  BASIC.  Super-Cursor 
adds  many  functions  to  the  output  routine  of 
BASIC.  However,  Super-Cursor  is  a  very  long 
routine  (almost  500  bytes  long)  and  entering  it  into 
the  Superboard  can  take  forever  using  the  existing 
monitor  program.  This  gave  me  the  inspiraUon  to 
write  the  next  couple  of  programs. 

Upon  turning  on  the  Superboard  and  pressing 
the  BREAK  key,  one  is  pr  esented  with  a  choice  of 
entering  the  BASIC,  disk  or  monitor  programs. 
Unless  one  knows  enough  about  how  BASIC  works 
to  write  a  machine  code  niterface,  using  the  monitor 
program  is  the  only  way  to  program  the  computer 
in  machine  language.  It  only  takes  one  look  at  the 
monitor  program  to  know  that  one  is  very  limited 
in  the  things  that  can  be  done. 

The  monitor  will  perform  only  three  different 
things  with  the  Superboard.  First,  it  allows  the 
viewing  of  one  memory  location  at  a  time.  This 
gives  the  capability  of  seeing  one  whole  byte  of 
memory  for  every  given  keyboard  entry.  Imagine 
trying  to  look  through  a  program  like  Super-Cursor 
one  byte  at  a  time,  keeping  in  mind  there  are  over 
500  instructions.  Finding  one  byte  incorrectly 
entered  would  take  hours.  Second,  the  monitor 
allows  the  modification  of  only  one  location  at  a 
time.  After  a  byte  has  been  entered,  the  next  address 
is  displayed.  A  problem  will  occur  here  if  you  are 
not  sure  the  byte  you  just  entered  was  correct.  In 
this  case  you  would  have  to  go  back  and  look  at  the 
last  memory  location.  It  then  becomes  necessary  to 
retype  the  four  digits  of  the  previous  address. 
Finally,  the  monitor  allows  the  entry  of  a  machine 
language  program  from  a  cassette  recorder.  Of 
course,  it  doesn^t  allow  one  to  store  a  program  on  a 
cassette  recorder  (which  leads  one  to  wonder  what 
one  would  be  loading  to  begin  with). 

An  Advanced  Monitor 

It  doesn't  take  long  after  you  start  programming  in 
machine  language  to  realize  the  necessity  of  a  more 
advanced  monitor  program.  This  program  (and 


two  others  to  follow)  form  an  advanced  monitor 
routine.  To  be  quite  original  I  have  named  the 
total  program  Super-Monitor.  It  is  intended  for 
the  type  of  person  who  knows  the  basics  of  machine 
language  programming  and  wants  to  expand  his 
knowledge.  The  three  programs  are  fully  docu- 
mented and  in  assembly  language  format.  They 
are  written  in  three  separate  packages  so  that  you, 
the  user,  can  modify  to  your  specifications  while,  at 
the  same  time,  learn  some  simple  machine  language 
p  r ogra  m  m  i  n  g  t  ec  h  n  iq  u  es . 

Before  we  start,  an  outline  of  what  a  monitor 
program  should  do  will  make  the  whole  thing 
come  together  at  the  end.  First,  the  monitor  should 
be  able  to  display  as  few  or  as  many  memory  loca- 
tions at  one  time  as  is  desired.  Second,  it  should 
allow^  easy  entry  of  many  bytes  into  the  Superboard's 
memory  along  with  the  ability  to  see  what  was  just 
entered.  Third,  it  should  allow  the  user  to  fill  many 
memory  locations  with  certain  strings  or  combina- 
tions of  bytes.  Fourth,  it  should  be  able  to  move  a 
whole  block  of  data  from  one  location  to  another  in 
memory.  Fifth,  we  should  have  a  routine  to  store 
memory  onto  tape.  Finally,  we  should  have  a  routine 
to  read  a  program  from  tape  to  memory  with  veri- 
fication. Once  all  this  is  accomplished,  entering  and 
editing  machine  language  programs  will  be  a  snap. 

Hexdump 

This  program  allows  us  to  see  many  locations  of 
memory  at  once.  It  will  ask  you  for  a  beginning 
memory  address  and  then  it  will  print  one  line  of 
eight  bytes  of  data  fiom  the  memory  address  speci- 
fied. It  will  then  wait  for  your  command.  If  you 
want  the  next  line  of  eight  bytes  to  he  listed,  you 
simply  hit  the  carriage  return  key.  If  you  want  to 
list  another  part  of  memory,  you  hit  the  line  feed 
key  and  HEXDUMP  will  start  again  by  asking  for  a 
new^  beginning  address. 

Before  we  get  into  seeing  just  liow  Hexdump 
works,  here  is  a  small  word  of  warning.  If  you  read 
the  article  describing  Super-Cursor  V  1.3  in  COM- 
PUTEl  #18  you  should  nave  noted  that  my  Super- 
board  II  has  had  the  video  modifications  added  to 
give  a  video  display  of  26  lines  with  48  characters 
per  line,  using  the  Su pet -Cursor  program.  The 
modifications  are  simple  and  w^ell  described  in 
conversion  plans  which  can  be  purchased  from 
Elcomp  Publishing  (Silver  Spur  Electronics,  Chino, 
California.) 

Hexdump  does  use  some  of  the  routines  in 
Super-CAirsor  so  it  is  necessary  that  you  load  Super- 
(iUrsor  as  well.  If  you  don't  want  to  use  Super-Cursor, 
you  will  have  to  write  your  own  output  routines  to 
allow  Hexdump  to  display  information  onto  the 
screen.  Writing  these  routines  is  not  very  difficult 
and  you  probably  could  copy  the  individual  routines 
out  of  Super-C'ursor  with  only  a  few  modifications. 


204 


COMPUTEI 


March,  1982.  Issue  22 


The  assembly  listing  of  Hexdump  shows  that 
it  loads  into  locations  1D20  through  1E38.  This  is 
the  area  in  memory  directly  below  Super-Cursor 
V 1 .3.  There  are  seven  bytes  of  memory  which 
separate  the  two  programs.  These  will  be  used 
later  for  another  part  of  Super-Monitor.  Hexdump 
may  be  moved  to  another  location  in  memory  by 
reassembling  it;  however,  if  you  do  not  own  an 
assembler,  relocating  Hexdump  may  become  very 
difficult  as  it  uses  absolute  addresses  extensively. 

Hexdump  is  an  example  of  structured  machine 
language  programming.  It  uses  a  main  supervisor 
routine  which  branches  into  other  routines.  The 
supervisor  is  labeled  Hexdump  in  the  assembly 
listing,  and  calls  all  of  the  other  subroutines  into 
play. 

Upon  starting  Hexdump,  the  supervisor  homes 
the  cursor  using  the  Home  routine  of  Super-Cursor 
VI. 3.  This  positions  the  solid  block  cursor  in  the 
upper  left  position  of  the  screen.  The  program 
then  goes  to  the  subroutine  labeled  Padr.  This 
subroutine  prints  the  two  byte  address  held  in 
location  ()0E7  and  GOES,  Fhis  address  is  later  used 
to  find  the  memory  location  you  want  to  display. 

Ihe  program  continues  by  jumping  to  another 
subroutine.  Tliis  one  called  Inadr.  This  subroudne 
reads  the  keyboard  four  times,  allowing  the  input 
of  a  four  digit  memory  address.  The  resulting  two 
byte  address  is  put  into  locations  ()()E7  and  00E8 
(ADR).  Once  the  four  numbers  have  been  entered, 
the  program  jumps  back  to  the  supervisor  which 
again  homes  the  cursor.  The  program  then  jumps 
to  another  subroutine  labeled  Pline. 

Up  to  this  point  you  probably  will  not  be  modi- 
fying the  program  very  much  as  the  function  of 


the  subroutines  are  very  straightforward.  However, 
Pline  will  probably  need  to  be  modified  as  it  prints 
the  start  address  of  the  desired  memory  locations 
and  then  prints  the  eight  bytes  of  data  contained  in 
those  locations.  The  number  of  data  bytes  printed 
is  what  may  need  to  be  changed,  if  you  have  not 
added  the  video  modifications  to  your  Superboard. 
On  a  24  by  24  video  display  you  can  only  print  up 
to  five  bytes  at  a  time  unless  you  don't  mind  the 
information  falling  off  one  line  and  continuing  on 
the  next.  The  number  of  bytes  printed  is  controlled 
by  the  byte  at  1E24.  In  the  assembly  listing  you  can 
see  that  the  program  between  1E22  and  1  E30  is 
concerned  only  with  checking  to  see  if  Pline  has 
printed  eight  characters  and,  if  it  has,  to  return 
back  to  the  supervisor.  To  change  the  number  of 
bytes  printed  per  line,  it  is  necessary  to  put  the 
desired  number  at  1E23  and  a  copy  of  that  number 
at  IE2B. 

Now  that  Pline  is  finished  and  we  have  returned 
to  the  supervisor,  you  can  see  that  Hexdump  checks 
the  keyboard  and,  if  a  carriage  return  is  entered 
(ASCII  value  of  OD),  it  will  branch  back  to  print 
the  next  eight  bytes  of  memory.  If  a  line  feed  is 
entered  (ASCII  value  of  OA),  it  will  branch  back  to 
the  part  of  the  program  which  homes  the  cursor 
and  starts  it  all  again. 

Next  Month 

We  now  have  a  program  which  is  the  first  part  of  a 
very  advanced  monitor  program.  What  comes  next 
is  two  other  routines  which  include  the  functions 
listed  in  our  outline.  They  are  smaller  routines 
than  Hexdump.  The  resulting  Super-Monitor  will 
allow  you  to  enter  large  programs  in  a  single  bound. 


;This  program  uses  some  subroutines  from 

; Super-Cursor  VI . 3   (COMPUTE!  Nov.  *81) 

} 

;Zero  page  usage  is  limited  to  only 

; two  bytes- 

;   00E7  -  ADR 

00E8  -  ADR+1 
;which  are  the  low  and  high  bytes  forming  an 
;address  for  which  HEXDUMP  looks  into  memory* 


*=1D20 

;Start  of 

1D20  20 

80 

IE 

HEXDUMP 

JSR  HOME 

1D23  20 

3C 

ID 

DIA 

JSR  PADR 

1D26  20 

80 

IE 

JSR  HOME 

1D29  20 

93 

ID 

JSR  INADR 

1D2C  20 

00 

IE 

DAL 

JSR  PLINE 

1D2F  20 

BA 

FF 

BD 

JSR  KEYIN 

1D32  C9 

OD 

CMP  #$0D 

1D34  FO 

F6 

BEQ  DAL 

1D36  C9 

OA 

CMP  #$0A 

;Start  of  program  and  entry  point. 


;Home  the  Cursor 

;Print  address 

;Home  the  cursor  again 

; Input  address 

;Print  one  line 

;Reads  the  keyboard  result  in  A 

;Key  pressed  =  CR? 

;Key  pressed  =  LF? 


OSI 


TRS-80 


COLOR-80 


OSI 


GALAXIAN  -  4K  -  One  of  the  fastest  and  finest 
arcade  games  ever  written  for  the  OSI,  this  one 
features  rows  of  hard-hitting  evasive  dogfighting 
aliens  thirsty  for  your  blood.  For  those  who 
loved  (and  tired  of)  Alien  Invaders.  Specify 
system  -  A  bargain  at  $9.95    OSI 


LABYRINTH  -  8K  -  This  has  a  display  back- 
ground similar  to  MINOS  as  the  action  takes 
place  in  a  realistic  maze  seen  from  ground  level. 
This  is,  however,  a  real  time  monster  hunt  as  you 
track  down  and  shoot  mobile  monsters  on  foot. 
Checking  out  and  testing  this  one  was  the  most 
fun  I've  had  in  years!  -  $13,95.    OSI 


THE  AARDV ARK  JOURNAL 
FOR  OSI  USERS  -  This  is  a  bi-monthly 
tutorial  journal  running  only  articles  about  OSI 
systems.  Every  issue  contains  programs  custom- 
ized for  OSI.  tutorials  on  how  to  use  and  modify 
the  system,  and  reviews  of  OSI  related  products. 
In  the  last  two  years  we  have  run  articles  like 
these! 

T)   A  tutorial  on   Machine   Code   for   BASIC 
programmers. 

2}  Complete  listings  of  two  word  processors 
for  BASIC  IN  ROM  machines. 

3)  Moving  the  Directory  off  track  12. 

4)  Listings  for  20  game  programs  for  the  OSI. 

5)  How  to  write   high   speed   BASIC   -  and 
lots  more  — 

Vol.  1  (1980)  6  back  issues  -  $9.00 

Vol.  2  (1981)  4  back  issues  and  subscription  for 

2  additional  issues  -  S9,00. 

ADVENTURES)!! 

For  OSI,  TRS-80,  and  COLOR-80.  These 
Adventures  are  written  in  BASIC,  are  full  fea- 
tured, fast  action,  full  plotted  adventures  that 
take  30-50  hours  to  play.  (Adventures  are  inter- 
active fantasies.  It's  (ike  reading  a  book  except 
that  you  are  the  main  character  as  you  give  the 
computer  commands  like  "Look  in  the  Coffin" 
and  "Light  the  torch".) 

Adventures  require  8K  on  an  OSI  and  16K  on 
COLOR-80  and  TRS-80,  They  sell  for  S14.95 
each, 

ESCAPE  FROM  MARS  (by  Rodger  Olsen) 
Thjs  ADVENTURE  takes  place  on  the  RED 
PLANT.   You'll   have  to  explore  a  Martian  city 
and  deal   with   possibly  hostile  aliens  to  survive 
this  one.  A  good  first  adventure. 

PYRAMID  (by  Rodger  Olsen) 
This  is  our  most  challenging  ADVENTURE.  It 
is  a  treasure  hunt  m  a  pyramid  full  of  problems. 
Exciting  and  tough! 

TREK  ADVENTURE  (by  Bob  Reielle) 
This  one  takes  place  aboard  a  familiar  siarship. 
The  crew  has  left  for  good  reasons  -  but  they  for- 
got to  take  you, and  now  you  are  in  deep  trouble. 

DEATH  SHIP  (by  Rodger  OJsen} 
Our  first  and  original  ADVENTURE,  this  one 
takes  place  aboard  a  cruise  ship  -  but  it  ain't  the 
Love  Boat. 

VAMPIRE  CASTLE  (by  Mike  Bassman) 
This  is  a  contest  between  you  and  old  Drac  - 
and  It's  getting  a  little  dark  outside.  $14.95  each. 


OSI 


OSI 


NEW-NEW-NEW 
TINY  COMPILER 

The  easy  way  to  speed  in  your  programs.  The 
tiny  compiler  lets  you  write  and  debug  your  pro- 
gram in  Basic  and  then  automatically  compiles  a 
Machine  Code  version  that  runs  from  50-150 
times  faster.  The  tiny  compiler  generates  relocat- 
able, native,  transportable  machine  code  that  can 
be  run  on  any  6502  system. 

It  does  have  some  limitations.  It  is  memory 
hungry  —  SK  is  the  minimum  sized  system  that 
can  run  the  Compiler.  It  also  handles  only  a 
limited  subset  of  Basic  —  about  20  keywords  in- 
cluding FOR,  NEXT,  IF  THEN,  GOSUB,  GOTO, 
RETURN,  END,  STOP,  USR(X),  PEEK,  POKE, 
',=,*,/.  '  /'  >  .Variable  names  A-Z,  and  Integer 
Numbers  from  0-64 K. 

TINY  COMPILER  is  written  in  Basic.  It  can 
be  modified  and  augmented  by  the  user.  It  comes 
with  a  20  page  manual. 
TINY  COMPILER  -  $19.95  on  tape  or  disk    OSI 

SUPERDiSK  II 

This  disk  contains  a  new  BEXEC*  that  boots 
up  with  a  numbered  directory  and  which  allows 
creation,  deletion  and  renaming  of  files  without 
calling  other  programs.  It  also  contains  a  slight 
modification  to  BASIC  to  allow  14  character 
file  names. 

The  disk  contains  a  disk  manager  that  con- 
tains a  disk  packer,  a  hex /dec  calculator  and 
several  other  utilities. 

It  also  has  a  full  screen  editor  (in  machine 
code  on  C2P/C4IJ  that  makes  corrections  a  snap. 
We'll  also  toss  in  renumbering  and  program 
search  programs  -  and  sell  the  whole  thing  for  - 
SUPERDISK  II    S29.95  (5//')     OSI 

BARE  BOARDS  FOR  OSI  C1P 
MEMORY  BOARDSfl!  -  for  the  CIP  -  and  they 
contain  parallel  ports! 

Aardvarks  new  memory  board  supports  8K 
of  2114's  and  has  provision  for  a  PIA  to  give  a 
parallel  ports!  It  sells  as  a  bare  board  for  $29.95. 
When  assembled,  the  board  plugs  into  the  expan- 
sion connector  on  the  600  board.  Available  now! 

PROM  BURNER  FOR  THE  CIP  -  Burns  single 
supply  271 6's.  Bare  board  -  S24.95. 

MOTHER  BOARD  -  Expand  your  expansion 
connector  from  one  to  five  connectors  or  use  it 
to  adapt  our  CIP  boards  to  your  C4/8P.  -  $14.95. 

16K  RAM  BOARD  FOR  CIP  -  This  one  does 
not  have  a  parallel  port,  but  it  does  support  16K 
of  21 14's.  Bare  Board  $39,95. 


WORD  PROCESSING  THE  EASY  WAY- 
WITH  MAXI-PROS 

This  is  a  line-oriented  word  processor  de- 
signed for  the  office  that  doesn't  want  to  send 
every  new  girl  out  for  training  in  how  to  type  a 
letter- 
It  has  automatic  right  and  left  margin  justi- 
fication and  lets  you  vary  the  width  and  margins 
during  printing.  It  has  automatic  pagination  and 
automatic  page  numbering.  It  will  print  any  text 
single,  double  or  triple  spaced  and  has  text  cen- 
tering commands.  It  will  make  any  number  of 
multiple  copies  or  chain  files  together  to  print  an 
entire  disk  of  data  at  one  time. 

MAXI-PROS  has  both  globaf  and  line  edit 
capability  and  the  polled  keyboard  versions 
contain  a  corrected  keyboard  routine  that  make 
the  OSI  keyboard  decode  as  a  standard  type* 
writer  keyboard. 

MAXI-PROS  also  has  sophisticated  file 
capabibilities.  It  can  access  a  file  for  names  and 
addresses,  stop  for  inputs,  and  print  form  letters. 
It  has  file  merging  capabilities  so  that  it  can  store 
and  combine  paragraphs  and  pages  in  any  order. 
Best  of  all,  it  is  in  BASIC  (0S65D  51/4"  or 
8"  disk)  so  that  it  can  be  easily  adapted  to  any 
printer  or  printing  job  and  so  that  it  can  be  sold 
for  a  measly  price. 
MAXI-PROS  "  $39,95.  Specify   57*  or  8"  disk. 

SUPPORT  ROMS  FOR  BASIC  IN  ROM  MA- 
CHINES -  C1S/C2S.  This  ROM  adds  line  edit 
functions,  software  selectable  scroll  windows, 
bell  support,  choice  of  OSI  or  standard  keyt»oard 
routines,  two  callable  screen  clears,  and  software 
support  for  32-64  characters  per  line  video. 
Has  one  character  command  to  switch  model 
2  C1P  from  24  to  48  character  line.  When  in- 
stalled in  C2  or  C4  (C2S}  requires  installation 
of  additional  chip.  CIP  requires  only  a  jumper 
change.  -  S39.95 

C1E/C2E  similar  to  above  but  with  extended 
machine  code  monitor.  -  $59,95     OSI 


ARCADE  GAMES  FOR  OSI,  COLOR  80  AND 
TRS-SO  {8K  OSI,  16K  TRS-80  AND  COLOR-80) 

TIMETREK  -  A  REAL  TIME,  REAL  GRAPHICS 
STARTRECK.  See  your  torpedoes  hit  and  watch 
your  instruments  work  in  real  time.  No  more  un- 
realistic scrollmg  displays!  $14.95. 

STAR  FIGHTER  -  This  one  man  space  war  game 
pits  you  against  spacecruisers,  battlewagons,  and 
one  man  fighters,  you  have  the  view  from  your 
cockpit  window,  a  real  time  working  instrument 
panel,  and  your  wits.  Another  real  time  goody. 
$9.95 

BATTLEFLEET  -  This  grown  up  version  of  Bat- 
tleship is  the  toughest  thinking  game  available  on 
OSI  or  80  computers.  There  is  no  luck  involved 
as  you  seek  out  the  computers  hidden  fleet.  A 
topographical  toughie.  $9.95 

QUEST  -  A  NEW  IDEA  IN  ADVENTURE 
GAMES!  Different  from  all  the  others.  Quest  is 
played  on  a  computer  generated  mape  of  Alesia. 
Your  job  IS  to  gather  men  and  supplies  by  comb- 
bat,  bargaining,  exploration  of  ruins  and  temples 
and  outright  banditry.  When  your  force  is  strong 
enough,  you  attack  the  Citadel  of  Moorlock  in  a 
life  or  death  battle  to  the  finish.  Playable  in  2  to 
5  hours,  this  one  is  different  every  time. 
!6K  COLOR-80  OR  TRS-80  ONLY.  $14.95 


OSI 


Please  specify  system  on  all  orders 

This  is  only  a  partial  listing  of  what  wfi  have  to  offer.  Ws  offer  over  120  games,  ROMS,  and  data  sheets  for  OSI  svstanns 
and  many  games  and  utilities  for  COLOR-80  and  TRS-80.  Send  $1.00  for  our  catalog. 

AARDVARK  TECHNICAL  SERVICES,  LTD. 

2352  S.  Commerce,  Walled  Lake,  Ml  48088 

(313)669-3110 


COLOR-80 


206 


COMPUTE! 


MarcM982  Issue  22 


1D38  FO 

E9 

BEQ 

DIA 

1D3A  DO 

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BNE 

BD 

1D3C  A5 

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ADR+1 

1D3E  29 

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AND 

#$F0 

1D40  4A 

LSR 

1D41  4A 

LSR 

1D4  2  4A 

LSR 

1D4  3  4A 

LSR 

1D44  20 

72 

ID 

JSR 

CVHA 

1D47  20 

40 

IE 

JSR 

CURSOR 

1D4A  A5 

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ADR+1 

1D4C  29 

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#$0P 

1D4E  20 

72 

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1D51  20 

40 

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CURSOR 

1D54  A5 

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ADR 

1D56  29 

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#$F0 

1D58  4A 

LSR 

1D59  4A 

LSR 

1D5A  4A 

LSR 

1D5B  4A 

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1D5C  20 

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CVHA 

1D5F  20 

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CURSOR 

1D62  A5 

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1D64  29 

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AND 

#$0F 

1D66  20 

72 

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CVHA 

1D69  20 

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CURSOR 

1D6C  A9 

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#$2D 

1D6E  20 

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CURSOR 

1D71  60 

RTS 

1D72  A2 

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CVHA     LDX 

#$00 

1D74  8E 

78 

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CVST     STX 

CON+1 

1D77  C9 

00 

CON      CMP 

#$00 

1D79  FO 

04 

BEQ 

CFIN 

1D7B  E8 

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1D7C  4C 

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CVST 

1D7F  BD 

83 

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CFIN     LDA 

CD AT A, X 

1D82  60 

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1D83  30 

31 

32 

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1D86  33 

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1D89  36 

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1D8C  39 

41 

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1D8F  43 

44 

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1D92  46 

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1D93  20 

80 

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1D96  20 

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1D99  20 

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1D9C  20 

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IDA A  18 

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IDAB  69 

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IDAD  85 

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ADR+1 

Print  address  on  screen 
Start  with  high  4  bits  of 
ADR  +1   (00E8) 


;Convert  Hex  to  Ascii 
;Part  of  Super-Cursor 
;Now  do  the  low  4  bits  of  ADR-fl 


;Now  work  on  high  4  bits  of  ADR 


;work  on  low  4  bits  of  ADR 


;Print  '-'  on  screen  after  address 


Convert  whats  in  A  from  Hex  to 

ASCII 

This  value  is  changed  in  CVST 


;Put  result  in  A 

;Data  used  in  both  CVHA  and  CVAHX 
;to  convert  Hex  to  Ascii  and  back. 


;Input  4  digit  (2  byte)  Address 
;Read  Keyboard  Routine  from  ROM 
;Super-cursor 
;Convert  Ascii  to  Hex 


;Pokes  A  into  IDAC 


March,  W82.  Issue  22 

IDAF 

20 

BA 

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JSR 

KEYIN 

1DB2 

20 

40 

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JSR 

CURSOR 

1DB5 

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1DF5 

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COMPUTE! 


207 


;Get  second  digit 


;Pokes  A  into  IDCl 


;Get  third  digit 


;Pokes  A  into  IDDA 


fGet  the  last  digit 


;Poke  A  into  IDEF 


Convert  contents  of  A  from 
Ascii  to  Hex 


;Put  result  in  A 

i 

;Print  one  line  of  eight  bytes 
;Print  one  byte  from  ADR 


/Convert  A  to  Ascii 

fSuper-cursor 

;Print  low  4  bits  on  screen 


;Print  a  space  "  ' 

;the  bytes 

;Are  we  finished? 


to   separate 


;If   not   display   another   byte 


208 


COMPUTE] 


March,  1982.  Issue  22 


1E27  A5  E7 
1E29  18 

1E2A  69  08 

1E2C  85  E7 

1E2E  90  02 

1E30  E6  E8 

1E32    20  95    IE 

1E35  20  AB  IE 
1E38    60 


RCOM 


LDA  ADR 
CLC 

ADC  #$08 

STA  ADR 

BCC  RCOM 

INC  ADR+1 

JSR  CR 

JSR  LF 
RTS 


;If    yes    add    08    to   ADR 


;Were    finished   printing   one    line 
;so   carriage    return   and    line    feed 


jStatistics 


*  = 

1D20 

1D3C 

PADR 

1D72 

CVHA 

1D93 

INADR 

1DF3 

CVAHX 

lEOO 

PLINE 

1E40 

CURSOR 

1E80 

HOME 

1EC2 

CLS 

;Start 

;Print   ADR  and   ADR+1    on    screen 

.-Converts    Hex    to   Ascii 

; Input   a    two    byte   address    for   ADR  and   ADR+1 

;Converts   Ascii    to   Hex 

;Print   a    line    of   8    bytes    from  ADR 

/Prints   what   ever    is    in  A   to  where    the   cursor 

;Home    the    cursor 

;Clear   screen 


is 


@ 


EXPANSION 


FOR  OSI  IP,  2-4P,  2-8P,  C4P,  C8P 

If  your  Challenger  can  t  generate  displays  like  those  shown  above  WHAT  ARE  YOU 
WAITING  FOR?  The  SEB-1  High  Resolution  Graphics  and  Memory  Board  (for  CIP  and 
Superboard  II)  and  the  SEB-2  High  Resolution  Graphics  and  Disk  Controller  Board  (for 
C2'4  8)  simpty  plug-in'  to  your  computer  and  give  you  instant  access  to  over  4900 
individually  addressable  pixels  in  up  to  8  colors!  Your  Hi-Res  screen  can  go  from 
32  "  16  alpha numencs  to  256  -192  point  graphics  in  1 1  software  selectable  modes. 
The  standard  video  of  your  computer  is  left  intact,  so  that  none  of  your  current  software 
library  is  outmoded.  Use  the  graphics  for  Business.  Scientific,  Education,  or  Gaming 
displays  that  were  impossible — until  now! 

Installation  of  either  board  requires  absolutely  NO  modification  of  your  computer— they 
just  'plu9*in'.  Nor  do  they  preclude  your  using  any  other  OSl-compailble  hardware  or 

. SEB-1  SEB-2 


Assembled  and  Tested 
Kit 


$249.00  {5K  RAM) 
$165.00  (No  RAM) 


$239.00  (1K  RAM) 
$199.00  (No  RAM) 


software.  In  addition  to  the  Hi-Res  Graphics  the  SEB-1  gives  01  &  Superboard  II  users 
16K  of  additional  user  memory  (over  and  above  that  memory  devoted  lo  tlie  graphics), 
two  16  bit  timers'counters,  an  on-board  RF  modulator,  and  a  parallel  port  with 
handshaking.  The  SEB-2  gives  OSI  4a-pin  BUS  users  an  OS!  hardwarew'software 
compatible  Disk  controller,  and  an  RF  modulator  that  can  be  user-populated, 

_ SEB-1  SEB-2 

Bare  Board  &  Manual  $  59.00  $  59.00 

Manual  only  s     5.00  $     5.00 


TARG-IT! S1 1 .95 

An  action-packed,  super  fast  arcade  game  where  you  try  to  destroy  Ram  ships  and  the 
Evil  Spectre  inside  the  Crystal  city.  8K, 

PLANETARY  LANDER 411.95 

Your  computer  generates  contour  maps  of  the  surface  of  a  strange  planet  as  you 
descend  looking  for  the  landing  pad.  As  you  make  your  final  approach,  the  computer 
displays  side  and  top  views  of  the  terrain  and  your  ship  as  you  try  to  land  while  avoiding 
the  swarms  of  asteroids  above  the  planet's  surface.  8K. 

PROGRAMMA-TANK S  9,95 

Programma-Tank  is  a  complex  simulation  of  a  battle  between  two  rotxjt  tanks  as  well  as 
a  fairly  painless  way  to  learn  assembly  language.  The  opponents  program  their  tanks  in 
Smalltank'  a  miniature  programming  language,  which  is  much  like  assembly  language 
The  two  strategies  are  then  pitied  against  one  another  until  a  victor  emerges,  6K, 

Write  for  FREE  catalog  ^^  jm^  m  ^^  m    m 

International  Requests  please  f     1  mJ  I  f     1  |\l 

supply  2  International  Response  Coupons  ^^  111  ^^  1  ^ 


RUINS  OF  TALAMARINE $16,95 

TJiis  is  the  first  of  our  'Epic  Quests"  programs.  Epic  Quests  could  be  descnbed  as 
graphic  adventures,  but  they  are  much  more.  Can  you  retrieve  the  stolen  Jewels  from 
the  ruined  Talamarine  castle?  This  series  of  two  programs  allows  you  to  create  a 
character  with  the  qualifies  that  you  want  to  do  battle  with  the  forces  of  darkness.  SK. 

CODENAME;  BARRACUDA. , S19.95 

Another  of  our    Epic  Quests ',  in  which  you  are  an  agent  working  for  the  US 
Government  trying  to  rescue  a  defectir>g  Soviet  professor.  The  problem  is  that  a 
middle- eastern  government  has  kidnapped  the  professor  and  is  forcing  him  to  develop 
atomic  weapons  for  them.  The  three  programs  (8K  ea.)  in  this  series  allow  you  to 
create,  train  and  send  your  character  on  his  mission. 

DUI^GEONS  OF  ZORXON S19.95 

Can  you  explore  the  Dungeons  of  Zorxon  in  this  "Epic  Quest  ?  Step  into  a  nether  world 
of  monstrous  beasts  and  fortunes  in  gold  where  magic  reigns  supreme.  Three 
programs  QK  each. 

(^     L  flB|  ViSA' 

THsoftware  asso.    ^™*   ■"■ 

E      147  MAIN  ST,  POBOX310.OSSINING,NY10562 


March,  1982.  Is$ue  22 


COMPUTE! 


209 


Good  News  For 
Alkemstone 
Seekers 

Level- 10  has  increased  the  reward 
for  the  return  of  the  Alkemstone 
from  $5,000  to  $7,500. 

Alkemstone  is  a  computer 
adventure  which  now  offers  a 
$7,500  cash  reward  to  the  first 
person  who  can  find  the  missing 
Alkemstone. 

The  Alkemstone  is  actually 
hidden  somewhere  on  the  planet 

The  quest  for  the  Alkem- 
stone will  lead  the  player  through 
underground  paths  of  the  lair  of 
the  original  owner.  There  are 
untisual  messages,  fragments  of 
words,  sketches  and  other  clues 
written  on  the  walls.  Some  items 
are  distributed  randomly,  so  that 
one  may  be  visible  numerous 
times  while  some  will  only  appear 
once  in  several  trips.  Each  trip 
will  result  in  a  different  combina- 
tion of  possible  hints.  If  all  bits  of 
information  are  pieced  together 
correcdy,  then  the  location  of  the 
Alkemstone  will  be  obvious, 

Alkemstone  is  more  than 
just  a  treasure  hunt.  It  also  has 
the  challenge  and  intrigue  of  a 
fascinating  computer  game,  it 
features  hi-res  color  graphics,  3- 
D  animation,  sound  effects  and 
an  illustrated  short  story.  Alkem- 
stone is  written  in  machine  lan- 
guage for  any  Apple  Computer 
with  48K,  one  16  sector  disk 
drive  and  Applesoft  or  language 
card. 

Level -10 
7475  DakinSt 
Suite  401 
Denver,  CO  80221 


VIC-20  Timesharing 
With  Printout 

The  MDM-1  is  a  MODEM  driver 
module  that  plugs  directly  into 
the  user  port  of  the  Commodore 
VIC  microcomputer. 

The  MDM-1  has  two  addi- 
tional  serial  ports  for  connecting 
a  MODEM  and  a  serial  printer. 

The  MDM- 1  does  not  require 
any  external  power.  A  terminal 
program  supplied  with  the  unit 
permits  telephone  line  connec- 
tions to  large  timesharing  com- 
puters, and  to  various  computer 
networks,  such  as  source,  Com- 
puServe, Dow  Jones,  etc. 

There  ai*e  two  indicators  on 
the  MDM-1  that  illustrate  the 
transmissions  to  and  from  the 
VIC.  These  transmissions  are 
simultaneously  recorded  on  the 
VIC  TV  screen  and  the  serial 
printer. 

The  price  of  the  MDM- 1  is 
$59,  plus  $3  shipping.  Delivery  is 
two  weeks  after  receipt  of  order. 

RVRSysteim 
P.O.  Box  265 
DewitL  NY  13214 


MatheMagic 
The  Ultimate 
Calculator 


TM 


International  Software  Marketing, 
Ltd.  (ISM)  in  Syracuse,  New 
York  has  announced  a  unique 
software  product  for  microcom- 
puters. The  product  is  called 
MatheMagic ^\  Essentially,  the 
product  transforms  a  microcom- 
puter into  a  sophisticated  pro- 
grammable calculator  with  all  of 
the  power  and  facilities  of  the 


computer  system  available  to  it. 

"MatheMagic  was  created  by 
ISM  to  fill  a  void  which  exists  in 
mathematical  microcomptiter 
software,"  says  Stephen  T. 
Brigh thill,  ISM  Director.  "A  wide 
variety  of  software  is  available, 
primarily  for  the  business  com- 
munity, to  manipulate  numeric 
data  in  a  spreadsheet  format. 
MatheMagic  is  not  a  ''spread- 
sheet." MatheMagic  allows  a  wide 
range  of  users  to  easily  handle  an 
even  wider  range  of  mathematical 
applications.  MatheMagic  is 
completely  programmable  in 
commonly  understood  matheni- 


Meet  SUPERSOFT 

of  England 
PET/CBM  Specialists 


Hi-Res  Graphics  Board 

[320x200] 

for  40  or  80  column 


'299 

Introductoty  Price 


PLUS 
Assemblers,  Adventures, 
Program  mi  rng  Aids.  etc. 


Mail  Order  Catalogue  Free  from; 

SUPERSOFT 

10-14  Canning  Road 
Harrow,  England  HA3  7SJ 


Wes[  Coast  Compurer  Faire  Booth  1 722 


NOW  TWO  LOCATIONS 

SAVE  TIME  •  SAVE  SHIPPING 


Jll        Compnters 
ATART       fiwP«»P>«-- 


800..  S679 

410  Recorder .,   S76-00 

810  Disc  Dnve £449.00 

822  Pnnter  , 5229,00 

825  Pnniet , 5629  00 

830  Modenn ,.   $159  00 

820  Printer S259  00 

850  inierface S169.00 

New  DOS  2  Syslem S2l  00 

CX30  Paddle $18  00 

CX40  Joy  Stick  ._. _.,  $18  00 

CX853  16K  HAM,.  , $89  00 

Microiek  16K  RAM S75  00 

Microtek  32K  RAM.  ..,. .....5159,00 

Ramcram  (128K) $539,00 

On«  y«ir  «xtand«l  warranty $50.00 

/  \    m  AMI400 

'  ^^^^  16K.  ..-$329 
^^H^Bl  32K....$478 
^^^^^48K- . .  -  $555 


ATARI  SOFTWARE 

CX404  Word  Processor $119  00 

CX405  PiLOT  (educational) $105.00 

CX41 3  Microsoft  BasiC $68  00 

CX4101  Invitation  To  Programing  I $1700 

CX4102  Kingdom $1300 

CX4103  Statistics -..., .517  00 

CX4104  Mialing  Lf&l $17  00 

CX4105  BlackiacK .., $13  00 

CX4106  Invitation  to  Programing  2..  .- ....  £20  00 

CX4107  Biorythm ., $13  00 

CX4108  Hangman ,.   $13  00 

CX4 109  Graph  II  _ __. .,  $17  00 

CX4 no  Touch  Tvpinq  ... .., $20  00 

CX4n2  States  &  Capitals £13  00 

CX41U  European  Counines  &  Capitals $13  00 

CX41 15  Mortgage  &  Loan  Analysis S13  00 

CX4116  Personal  Fitness  Program ,,....,.  £59  00 

0X4117  Ini/iiation  To  Programing  3 £20  00 

CX4118  20Conversalional  Languages  (ea  l.,..  £45  00 

CX4121  Energy  Czar $13  00 

CXL4001  Educahonai  Masie' S2l  00 

CX6001  17  Talk  &  Teach  Series  lea  l.. £23  00 

CX8106  Bond  Analysis - £20  00 

CX9107  Stock  Analysis ....  520  00 

CXeiOl  Slock  Charting  ,. _  520  00 

CXL4002  Basic  Corr\puting  Language £46  00 

CXL4003  Assembler  Editor £46  00 

CXL4004  Baskeibaii £24  00 

CXL4005  Video  Easel 524  00 

CXL40O6  Super  Breakout.... ,530  00 

CXL40O7  MuSiC  Composer £45  00 

CXL4008  SPACE  INVADERS £32.00 

CXL4009Cness £30  00 

CXL4010  3-0  Tic  Tac  Toe £24  00 

CLS401 1  STAR  Pi  AIDERS £39  00 

CXL4012  MISSLE  COMMAND £32  00 

CXL4013  ASTEROIDS ................  $32  00 

CXL4015  TeleLHsk $20.00 

Visicaic 5149  00 

Letter  Perfect  (Word  Processor^. 5109,00 

Source $89,00 

CX481  The  Entertainer $75,00 

CX482  The  Educator $130.00 

0X483  The  Programmer $54.00 

CX  484  The  Communicator $329.00 


Texas  Instruments 


TI-99/4A  S359 


PHP  1600  Telephone  Coupler  $169  00 

PHP  1700  RS  232  Accessories  interface  $169  00 

PHP  1800  Disk  Drive  Controller  $239  00 

PHP  1850  Disk  Memory  Drive  $369  00 

PHP  2200  Memory  E)(pansion  (32K  RAM)  £319,00 

PHA  2100  R  F   Modulator  $43  00 

PHP  1 100  Wired  Remote  ConlrollerstPair)  $31  00 

32K  Expansion  ..,.., $329.00 

PHP  Printer  Solid  State $319,00 

CALL  FOR  SOFTWARE 
SELECTiON  AND  PRICES 


XEROX  820 

XerOK  820 

System  I  SV.,' .,, ,  .    $245000 

System  II  8' 52950.00 

CPM  5V4 "  . . , $169.00 

Word  Processing , .  $429.00 

Super  Calc S269.00 

CALL  FOR  MORE  INFORMATION 


PRINTERS 


Centronics  739-1 - £649,00 

Diablo  630  Special $1799.00 

Epson 

MX70 ^59,00 

MX80............ £469.00 

MX80FT Call 

MXlOO Call 

NEC 

8023 5639.00 

7730..... .....Call 

7720..... ......Call 

7710......... ...Call 


Okidata 

82A       ........ , ,.....,, $499.00 

eSA     ...... $769.00 

64 51129.00 

CitohStarwriter 

25  CPS-P 51329.00 

45  CPS-P , 51699.00 

Paper  Tiger 

445G $699,00 

460G $899.00 

560G $11 29,00 

Tailey 

8024-7  , , $1399.00 

8024.L  . $1629.00 


Terminals 

Televideo 

910  . $579.00 

912C 5699  00 

920C - 5749  00 

950 £939  00 

Call  for  computers 

Zenith  Z19 $749.00 

Adds $549.00 


Modems 


Novation  Auto $239.00 

D  Cat $169,00 

Cat £159  00 

Hayes 

Smart £23900 


HOW  TO  ORDER:  Phone  orders  invited  or  send  check  or  money  order  and  receive  free  shipping  in  ihe  continental  Uniled  States.  PA  and  NEV,  add  sales  tax. 

computer  mail  order  west 
800-  648-3351 

IN  NEVADA,  CALL  (702)  588-5654 

P.O.  BOX  6689,  STATE  LINE,  NEVADA  89449 


TO  SAVE  YOU  MORE! 

COSTS*  SAVE  SALES  TAX 


HEWLETT 
PACKARD 


:^^ 


,>..lF^ipi  »>.»  i  i'«  »  If  *  >. 


HP* 85   M999 

80  Column  Prmler  ..... S799.00 

N£W'HPM25 $2999-00 

HP-83 ..,.,.. $1699.00 

HP«85  16K  Memofy  Module $249  00 

5'*  "^  Dual  Masler  Disc  Dfive ...,,.,...,  $21 29  00 

Graphics  Pfonef  (7225B( $2079  00 

NOW  IN  STOCK! 

The  new  HP41CV  Calculator 
$259 

41  C .........-.....,.,..,,,  $189.00 

lie - $1 19.00 

12C  . , - $129.00 

34C $117.00 

38C.. $119.00 

HP-41  Printer $340.00 

Card  Reader  $164.00 

Optical  Wanct  S99.00 

HPIl  CALCULATOR  PERIPHERALS 

IL  Moduai - $104.00 

Digital  Cassette ..,.,..... $449.00 

Printer/Plotter  , $419.00 

CALL  FOR  SOFTWARE  INFORMATION 

Monitors 

Amdex  12-  B&W $149.00 

12'  Green  ..,. $169,00 

13'  Color $349 00 

Sanyo  12'  B&W $259,00 

12"   Green S269.G0 

13"  Color .,....,.. S449  00 

Tl  10"  Color 5349,00 

Electronics 

Pioneer  Lazer  Disk $599  00 

eSRX-10  Systems 

PK500 S84.00 

LM  501 - S16.00 

AM611 - $17.00 

AM286 ..._..-......... $17,00 


^commodore 


CBM  8032 


M039 


4032  , $969,00 

4016 $769.00 

8096 $1569,00 

Super  Pet $1599.00 

2031 , $529.00 

8050 $1299.00 

4022  , $599.00 

4040 S949.00 

8300  iLeJter  Quality) $1799.00 

3023 $769,00 

Pet  io  IEEE  Cable S37.00 

IEEE  to  IEEE  Cable $46  00 

Trjcior  Feed  for  8300 $240.00 

8010  Modem $229  00 


SOFTWARE 

WordPro3  Piys $199.00 

WordPro4  PluS  -.....,....,. ...    $299.00 

Commodo'e  Tan  Package 5399  00 

Visicaic.............. ..,,..,...,  S 149  00 

BPi  General  Ledger....... , .., .  1329  00 

OZZ  inlofmation  Sysiem $26900 

Dow  Jones  Po^tfof^o .,.,,..... $129  00 

Pascal. S239  00 

Legal  Time  Accounlmc]. . $449  00 

Word  Craft  80 $289  00 

Po AE' .  . . .  , $79.00 

Sockel  2-Me $2000 

J>nsarr  ,, , , .     $Call 

MAGIS $  Calf 

The  Manager    . $209,00 

Softrorr^ ,.,....,,  $129.00 

Real  Estate  Package $799,00 

BPI  Inventory  Control $319.00 

BPI  Job  Costing , , , $319.00 

BPI  Payfoll $319.00 


VIC  20 
$259 

COMPLETE 


-     \ 


Vic  6  Pack  Pfogram  , ., .......................  $44  00 

VIC1630  Commodore  Daiassetfe $69  00 

VIC'1540  Disk  Drive $499  00 

VIC1515  VIC  Graphic  Printer $339,00 

VlCl2l0  3K  Memory  Expander ....  $32  00 

VlCin0  8K  Memory  Expander $53  00 

VIC1011  RS232C  Termmai  Inte'tace $4300 

ViCni3VlC  IEEE  488  Interface... ...$86  00 

VIC1211  VIC  20  Super  Expander $5300 


VfCl2i2ProgrammefS  Aid  Cartridge. 

VIC1213  VICMON  Machine  Language  Monitor 

VIC1901  VIC  AVEMGERS 

VIC1904SUPERSLOT 

VIC1906  SUPER  ALIEN 

VIC1907  SUPER  LANDER 

VIC190S  DRAW  POKER  .... ,. 

ViCl 909  MIDNIGHT  DRIVE , 

VT106A  Recreahon  Pack  A 

VT107A  Home  CalCLilahon  Pack  A 

\/Ti64  Programmable  Characler^Gramegraphics . 
VT232  ViCTerm  l  Terminal  Emulator 


$45  00 
$45  00 
$23  00 
$23  00 
$19.00 
$23  00 
$23.00 
$23  00 
$44  00 
$44  00 
$12.00 
.  $9  00 


New  VIC  Software 


Household  Finance  .......... .  $27.00       Terminal 

VIC  Games $19,00       Un  Word 

VIC  Home  Inventory $13,00       Gratix  Menagerie  , 

VIC  PICS 

Ticker  Tape 

Banner  Headliner . 


VIC  Rec/Ed  II $13,00 

I  SAM $79,00 

General  Ledger ,......,.   $229,00 

Accounts  Receivable $229,00       rs  232 

Inventory , $229,00 


.  $13.00 
,  $13.00 
,  $11.00 
$15.00 
$13.00 
$13.00 
$39.00 


Above  are  cash  prices,  add  3^/0  for  Master  Card  and  Visa  purchases. 


computer  mail  order 
800-233-8950 

IN  PA.  CALL  (717)  327-9575 

501  E.  THIRD  ST.,  WILLIAMSPORT,  PA  17701 


212 


COMPUTE! 


March.  198Z  Issue  22 


atical  terms.  Now,  without  the 
need  for  programming  or  com- 
puter knowledge,  the  user  can 
access  the  computer  as  an  ex- 
tremely powerful  calculator.  In 
short,  if  the  question  that  you 
have  is  more  complicated  than 
two  plus  two  and  less  complicated 
than  differential  calculus,  then 
Mathe Magic  is  your  answer. 
MatheMagic  can  provide  the 
answers  to  mathematical  ques- 
dons  in  the  business  world,  in 
engineering  and  science,  in  the 
classroom  and  in  the  home." 

Some  of  the  features  which 
make  this  possible  are: 

—  Menu-driven  format  for  rapid 
learning  and  consistent  ease  of 
use. 

—  On-line  "HELP"  for  every 
MatheMagic  command  and 
option. 

—  Free- form  entry  of  expressions 
of  up  to  240  characters  (in- 
cluding standard  math  opera- 
tors, pre-defined  functions, 
tiser-de fined  (brniulas,  paren- 
theses, variables,  etc.). 

—  Unlimited  use  of  formulas 
within  formulas. 

—  Built-in  mathematical  functions 
(trig,  logs,  conversions,  etc.). 

—  Easy  to  create  and  edit  vari- 
able sets  and  values. 

—  Disk  storage  and  recall  of  user- 
defined  formulas  and  vari- 
able sets. 

-Automatic  retention  of  variable 
values  for  chain  calculations. 

—  Free  use  of '*Ask  Variables"  to 
allow  "What  if  and  repeat 
types  of  calculations. 

—  Rapid  calculation  or  stepped 
calculation  for  viewing  inter- 
mediate results. 

—  Full  hard  copy  support,  in- 
cluding a  trace  function. 

MatheMagic  has  been  re- 
leased on  the  Apple  II  and  II  + 
and  Z80  based  micros  running 
under  CP/M  2.2  ISM  plans  to 
release  versions  for  the  Atari 
800,  TRS-80  1,11,  and  III, 
Commodore  PET/CBM  and  the 
IBM  PC  during  Jantiary  and 


February  1982. 

ISM's  Home  Offices  are 
located  at: 

hiiernahonal  Software  Marki'luig,  lJ(L 
Suite  42 L  University  liuHding 
120  E.  Washington  Street 
Syracuse,  Meiv  York  13202 
(315)474^3400 

The  International 
Software  Directory 

The  International  Software 
Directory  lists  tens  of  thotisands 
of  software  packages  and  classi- 
fies them  by  machine,  operating 
system,  subject,  vendor  and 
price.  Review  information  is  also 
included.  It  is  independent  of 
both  machine  manufacturers  and 
software  houses,  and  thiis  allows 
for  comparison  and  one-stop 
shopping.  It  is  backed  by  an 
excellent  search  service  and 
regular  updates  are  available 
from  the  publisher.  In  addition, 
an  on-line  service  is  available 
through  Lockheed  dialog. 

The  ISD  is  available  in  two 
vokmies: 

1)  The  International  Microcom- 
puter Software  Directory  which 
contains  over  7000  programs  and 


is  available  at  the  extremely  com- 
petitive price  of  $34.95  plus 
$2.95  postage  and  handling. 

2)  The  International  Minicom- 
puter Software  Directory  which 
is  available  for  $65.00 

Imprint  Editions 
420  South  Howes 
Fort  Collins  j:0  80521 
{303)493-2710 


Commodore 
Canada 
Announces  New 
Mailing  List 
Software 

Toronto  —  A  versatile  new  elec- 
tronic mailing  list  software  pack- 
age called  Scratchpad  has  been 
announced  by  Commodore 
Business  Machines  Limited. 

Intended  for  business  appli- 
cations, the  program  is  easy  to 
use,  flexible  and  rapid  in  ac- 
cessing reqtiired  data.  There  are 
20  different  data  items,  each  with 
a  30-character  length.  A  great 
deal  of  data  may  be  stored  on  file 
as  a  file  can  consist  of  any  number 
of  disks. 

Some  of  the  modes  of  opera- 
tion in  Scratchpad  arc  Edit,  Glo- 
bal Search,  Format,  Recreate, 
Print  and  Backup. 

Any  data  created  with  the 
Scratchpad,  developed  by  Rich- 
vale  Telecommunications  of 
Richmond  Hill,  Ont.,  may  be 
interfaced  with  Wordpro  soft- 
ware by  the  use  of  a  small  addi- 
tional program. 

Suggested  retail  price  in 
Canada  is  $295.  For  further 
information: 

Isabel  McBurney 

Software  Ma nager 

Commodore  Business  Machines  Limited 

3  3  70  Phu  rmacy  A  ven  ue 

ScariMjrough,  Ont.   MIW  2K4. 

(416)449-4292 

Dragon's  Eye 
Now  Available 

Mountain  View,  CA  —  Dragon's 
Eye,  an  FPYX  game  from  Auto- 
mated Simulations,  Inc.,  is  now 
available  for  the  Atari  400  and 
800  computers- 
Dragon's  Eye,  an  overland 
fantasy  role  playing  game,  chal- 
lenges the  player  to  find  a  magical 
gem,  the  Dragon's  Eye,  in  21 
game-days  (approximately  half- 
an-hour  playing  time). 


commodore 

SHOW  SPECTACULAR 


8032-32K  80  COL  CRT 


f?EG  S1495 


$1135 


64K  ADD-ON  MEMORY 


SIEG  $500 


$395 


9000  134K  SUPER  PET 


REG  S1995 


$1795 


4032  32K  40  COL  CRT 


REG  S1295 


$995 


4016  16K  40  COL  CRT 


REG  S995 


$795 


8050-DUAL  DISK  950K 


REG  S1795 


$1395 


4040-DUAL  DISK  343K 


REG  S1295 


$995 


2031-$INGLE  DISK  170K 


REG  $695 


$555 


C2N-CASSETTE  DRIVE 


REG  S75 


$65 


4022-80  COL  PRINTER 


JEG  $795 


$649 


8023P-136  COL  PRINTER 


JEG  S995 


$849 


8300P-40CPS  LTR  QLTY 


?EG  $2250 


$1995 


8024-MANNESMAN  TALLEY 

'''''''''    $1595 


8024L-LETTER  TALLEY 


?EG  $2495 


$1995 


25CPS-STARWRITER 


!EG  $1895 


$1445 


CBM-IEEE  MODEM 


!EG  $279 


$229 


VOICE  SYNTHESIZER 


>EG  S395 


$329 


^    r 


PET  TO  IEEE  CABLE 


REG  S39.95 


$34 


IEEE  TO  IEEE  CABLE 


REG  S49.95 


$39 


VIC  20 


REG  $299 


$269 


VIC  1540  DISK  170K 


REG  $599 


$499 


VIC  1515  30CPS  PRINTER 

REG  $395         33^^ 


VIC  1011  RS  232  INTER 


REG  $49.95 


$39 


VIC  1112  IEEE  INTER 


REG  S99.95 


$79 

Special  pricing  on  Atari,  Apple,  Dig  Hog,  Epson,  Hayes  Modem 


MATOR  SHARK 
HARD  DISK  DRIVE 


•Winchester  Disk 

'Commodore  DOS  2.5 

*24  Megabyte 

$6475 

Strobe  100  Plotter 

*PET  Interface 

'Software  Pack 

$9751 

SCHOOL  SPECIALS 

3  for  2  Pricing 

CALL  US! 

20%  Off  on  Software 
Printwheels 


PHILADELPHIA  COMPUTER  DISCOUNT 


© 


'.O.  Box  170  St.  Davids,  PA   19087  (215)687-8540 

vlAIL  ORDER  PHONE  1-800-345-1289 


PREPAID  ORDERS  SHIPPED  FREE 

VISA  &  MASTERCARD  ADD  3% 

COD  ■  UPS 

HniJic        PA  RESIDENTS  ADD  6%  SALES  TAX 


214 


OOMPUTEI 


March.  1982.  Issue  22 


The  Eye  is  hidden  some- 
where within  one  of  the  seven 
provinces,  and  the  player  must 
find  it  and  return  it  to  Fel  City, 
where  his  journey  began. 

The  player  chooses  one  of 
16  characters  and  gains  a  set  of 
magical  abilities,  such  as  healing, 
flying,  time  travel  and  teleport. 
Which  spells  he  gets  are  different 
each  time  he  plays.  He  is  equipped 
with  his  choice  of  four  swords,  a 
bow  and  arrows,  and  magic  bolts. 

While  searching,  the  player 
sees  a  detailed  map  of  the  pro- 
vinces on  the  screen,  along  with 
his  location,  strength,  health,  and 
other  information. 

The  player  encounters  drag- 
ons, bats,  vampires,  ghosts,  go- 
lems, serpents,  skeletons  and 
other  monsters.  He  can  choose 
between  13  commands,  from 
firing  an  arrow  and  fighting  with 
sword  to  casting  magic  spells  and 
searching  for  hidden  paths. 

When  a  battle  is  engaged, 
fully  animated  graphics  display 
the  action  between  player  and 
beast. 

Dragon's  Eye  is  available  on 
cassette  for  the  ATARI  400/800 
(32K)  and  PET  (32K),  or  on  disk 
for  the  APPLE  (48K  with  ROM 
Applesoft),  and  ATARI  400/800 
(32K),  from: 

Automated  Simulations,  Inc. 
P.O.  Box  4247 
Mountain  View.  CA  94040 
$24.95 


Commodore 
Introduces  Lowest 
Priced  Modem  In 
The  Computer 
Industry 

Valley  Forge,  PA,  January  7, 
1982  -  A  low  priced  modem  has 
been  introduced  by  Commodore 
Business  Machines,  Inc. 

Thenew'^VICMODEM," 
which  retails  for  $109.95,  is  an 
easy-to-use  plug-in  cartridge  that 
connects  directly  to  the  user  port 


of  Commodore's  VIC  20'"  home 
computer,  and  may  be  used  with 
any  modular  style  telephone. 

The  VICMODEM,  which  is 
planned  for  retail  sale  in  the 
Spring  of  1982,  allows  users  to 
communicate  and  exchange  data 
with  other  computer  owners  over 
the  telephone.  This  latest  VIC 
peripheral  also  allows  users  to 
inexpensively  access  telecom- 
puting networks  such  as  the 
Source^"  or  CompuServe™,  which 
provide  services  such  as  stock 
quotes  and  company  reports, 
newswire  stories,  research  data, 
sports  scores,  airline  reservations, 
shopping  services  and  more. 

The  VICMODEM  is  a  direct 
connect,  300  baud  modem  with 
originate/answ^er  and  half/full 
duplex  capabilities.  The  com- 
bined cost  of  the  VIC  20  and  a 
VICMODEM  is  less  than  $410.00. 

Microsetie 
Introduces 
Mini-Diskettes 

Microsette  Co.  is  adding  5^4" 
diskettes  to  its  line  of  computer 
and  audio  cassettes.  The  diskettes 
are  useable  with  Apple,  Atari, 
Commodore,  Tandy  TRS-80, 
PMC-80  and  PMC-81  computers 
from  Personal  Micro  Computers 
and  many  mini-computer  and 
word  processing  systems. 

The  diskette  surface  is  certi- 
fied error  free  on  one  side  and  is 
for  all  soft-sectored,  single  or 
double  density  applications.  The 
burnished  diskette  surface  in- 
sures longer  head  life  and  excel- 
lent media  durability.  Further- 
more, the  diskettes  feature  a 
reinforced  hub  which  gives 
longer  diskette  life  in  this  high 
w^ear  area. 

Microsette  MD-5  diskettes 
are  attractively  packaged  in  a 
sturdy  green  box  with  each  of  the 
10  diskettes  in  a  long-lasting 
Tyvek  envelope.  Each  diskette 
has  a  corner  label  and  each  box 
of  10  contains  20  silver  write 


protect  tabs  and  20  large  color 
coded  labels. 

Microsette  MD-5  diskettes 
are  sold  by  mail  order  in  units  of 
10(1  box)  or  50  (5  boxes).  Sug- 
gested list  price  is  $3.95  per 
diskette  and  mail  order  prices 
are  $2.50  each  in  the  box  of  10, 
or  $2.20  each  in  the  box  of  50. 
Prices  include  UPS  shipping. 

Further  information  and 
dealer  pricing  may  be  obtained 
from  Microsette. 

Microsette  Co. 

475  Ellis  Street 
Mountain  Vieitf^  CA  94043 
(415)968-1604 


Five  New  Programs 
From  Atari 

Sunnyvale,  CA- January  5,  1982 
—  Three  new  home  computer 
game  programs,  a  bookkeeping 
package  and  a  home  filing  system 
were  introduced  by  the  Home 
Computer  Division  of  Atari,  Inc. 
Pac-Man    is  the  Atari  Home 
Computer  version  of  a  very 
popular  coin-operated  game.  In 
this  version,  a  player's  character 
must  negotiate  a  maze  without 
being  eaten  by  any  of  four  pur- 
suers. By  eating  an  ''energy"  dot 
the  player's  character  can  gain 
the  ability  to  attack  and  gobble 
up  the  pursuers.  For  use  on  both 
the  Atari  400  and  Atari  800 
Home  Computers,  this  $44.95 
game  comes  in  cartridge  form, 
and  will  be  available  in  the  second 
quarter  of  1982. 


Lyco  Computer  Marketing  &  Consultants 

We  Specialize  in  Quality,  Knowledge,  Service,  and  Microcomputers 

717-435-5197  


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32K  MEMORY  BOARDS $149.00 

16K  MEMORY  BOARDS $75.00 

for  ATARI  400  &  800  with  1  year  warranty! ! 


PROGRAMMING  SOFTWARE 

CX4101  INVITATION  TO  PROG ,  $ 

CX4106  INVITATION  TO  PROG  2 ]  $ 

CX4117  INVITATION  TO  PROG  3 ]  S 

CXL4002  ATARI  BASIC  CART .  S 

CXL4003  ASSEMBLER  EDITOR [  $ 

CXL4015  TELEUNK. .  $ 

CX405  MICROSOFT  BASIC ,  $ 

EDUCATIONAL  SOFTWARE 

CXL4001  EDUCATIONAL  SYSTEM. S 

CX6001  U.S.  HISTORY S 

CX6002  U.S.  GOVERNMENT. S 

CX6003  SUPERVISORY  SKILLS S 

CX6004  WORLD  HISTORY $ 

CX6005  BASIC  SOCIOLOGY $ 

CX6006  COUNSELING  PROCED S 

CX6007  PRINCIPLES  Of  ACCT S 

CX6008  PHYSICS S 

CX6009  GREAT  CLASSICS. S 

CX601 0  BUS.  COMMUNCIATION S 

CX601  1  BASIC  PSYCHOLOGY. S 

CX601  2  EFFECTIVE  WRITING  ..............  S 

CX60 1  4  PRINCIPLES  OF  ECON S 

CX601 5  SPELLING S 

CX601 6  BASIC  ELECTRICITY S 

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CX41 08  HANGMAN S 

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CX41 14  EUROPE  COUNT.  &  CAP S 

CX4123  SCRAM..... $ 

CX4102  KINGDOM....... .  $ 

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ATARI     HARDWARE 

410  CASSEHE  RECORDER $  75.00 

810  DISK  DRIVE......................  S455.00 

850  INTERFACE S159.00 

830  PHONE  MODEM $159.00 

825  PRINTER. $585.00 

ENTERTAINMENT  SOFTWARE 

CXL4004  BASKETBALL $  35,00 

CX14005  VIDEO  EASEL $  35.00 

CXL4006  SUPER  BREAKOUT $  35.00 

CXL4008  SPACE  INVADER $  35.00 

CXL4009  CHESS .................$  35.00 

CXL401 1  STAR  RAIDERS $  35.00 

CXL401 2  MISSILE  COMMAND $  35.00 

CXL401 3  ASTEROIDS $  35.00 

CX4015  BLACKJACK S  12.50 

CX4107  aiORHYTHM.. ..,..$  12,50 

ATARI  PACKAGES 

CX481  ENTERTAINER $  85.00 

CX4fl2  EOUCATOfl $125.00 

CX483  PROGRAMMER $  55.00 

CX484  COMMUNICATOR S325.00 

ACCESSORIES 

CX30  PADDLES S    1 7.00 

CX40  JOYSTICKS S    1 7.00 

CX863  1 6K  RAM S   85.00 


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At  Lyco  Computers  we  offer  our  expert  services  to  help  customers  make  their  first  computer  purchase, 
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216 


COMPUTEl 


MafcM982.  Issue  22 


Centipede  is  another  Atari 
Home  Computer  version  of  a 
best-selling  coin-operated  game. 
In  this  version,  the  player  uses  a 
"Bug  Blaster"  to  defeat  colorful 
legions  of  attacking  spiders,  fleas» 
scorpions,  the  Centipede  itself, 
and  poisonous  mushrooms.  The 
$44.95  game  can  be  used  on  both 
Atari  400  and  Atari  800  Home 
Computers.  It  comes  in  cartridge 
form  and  will  be  available  in  the 
second  quarter  of  1982. 

Caverns  Of  Mars  is  a  fasci- 
nating new  game  that  takes  play- 
ers beneath  the  surface  of  Mars. 
The  player's  character  must 
penetrate  several  layers  of  de- 
fenses to  reach  the  Aliens' 
stronghold.  Floating  mines, 
"enemy"  ships  on  patrol  and 
deadly  laser  fire  menace  the 
player  constantly.  This  game  w^as 
originally  developed  for  the 
Atari  Program  Exchange  and 
won  a  prize  in  the  APX  quarterly 
softw  are  contest  for  its  1 7 -year- 
old  author.  This  $39.95  game 
can  be  used  on  both  the  Atari 
400  and  Atari  800  Home  Com- 
puters with  an  Atari  810^''  Disk 
Drive.  It  comes  in  diskette  form 
and  will  be  available  in  the  first 
quarter  of  1982. 

The  Bookkeeper  is  an  ac- 
counting system  designed  to 
meet  the  needs  of  people  who  do 
business  from  their  homes  and 
for  those  who  run  their  personal 
finances  in  a  business-like  fashion. 


It  is  a  low-cost,  comprehensive 
accounting  system  that  generates 
professional  calibre  reports,  such 
as  Profit  and  Loss  Statements, 
Balance  Sheets,  Accounts  Receiv- 
able and  Payable,  It  will  handle 
1,000  transactions  a  month  and 
up  to  350  General  Ledger  ac- 
counts, vendors  and  customers. 

The  Bookkeeper  consists  of 
four  diskettes,  including  a  sample 
company  data  diskette  that  lets 
you  familiarize  yourself  with  The 
Bookkeeper  before  you  start 
entering  data  of  your  own.  The 
package  requires  an  Atari  800 
Home  Computer  with  Atari 
BASIC  language  cartridge  and 
48K  of  Random  Access  Memory, 
an  Atari  810  Disk  Drive,  an  Atari 
825'''  80-Column  Printer  and  an 
Atari  850^''  Interface  Module. 

Price  and  availability  will  be 
announced  later. 

The  Home  Filing  Manager 
lets  a  user  create,  store,  edit, 
retrieve  and  print  information 
similar  to  that  found  on  3"x5" 
index  cards.  It  provides  a  conve- 
nient way  to  catalog  books,  ad- 
dresses, clothes,  recipes,  record 
collections,  Christmas  card  lists, 
vocabulary  words,  term  paper 
notes,  and  the  like. 

The  user  can  search  in  al- 
phabetical or  reverse  alphabetical 
order  or  locate  an  entry  by  its 
title  or  a  phrase  it  contains. 

Price  and  availability  will  be 
announced  later. 


Scheduled 

Educational 

Conferences 


National  Educational  Computing 
Conference  (NECC-82) 
Kansas  City,  MO 
June  28-30,  1982 

The  purpose  of  the  conference  is 
to  provide  a  forimi  for  discussion 
among  those  interested  in  educa- 
tional computing.  Based  on 
previous  conferences,  approxi- 
mately 1 000  people  from  institu- 
tions at  all  levels  are  expected  to 
attend.  Between  50  and  75  vend- 
ors are  expected  to  exhibit  at  the 
conference. 

Papers  will  be  presented 
which  describe  actual  experiences 
with  computer  use  in  the  class- 
room or  consequences  of  such 
use  on  the  educational  process  in 
general.  The  diversity  of  disci- 
plines and  participation  by  indi- 
viduals from  elementary,  secon- 
dary, and  post  secondary  educa- 
tion provide  a  unique  opportu- 
nity for  crosS'poUination  of  ideas 
and  experiences.  Additional 
conference  activities  include  pre- 
conference  workshops,  project 
presentations,  vendor  exhibits, 
special  sessions,  tutorials,  and 
birds-of-a-feather  sessions. 

Additional  information  may 
be  obtained  from: 


/^^\  ALL  ATARI'    HARDWARE  15%-25%       Jll 
t^^^  OFF  LIST  PRICE  -^Ix 

Atari  800  16K 710.00 

Atari  400  16K 359.00 

Atari  410  Cassette 80.00 

Atari  810  Disk  . 480.00 

ATARI^    ACCESSORIES  10%-20%  OFF  LIST  PRICE 

flK  Memory  Board 40.00 

16K  Memory  Board BOOO 

Joysticks  (pair) , 19.00 

Paddles  (pair) ..19.00 

TO  order  Call  617  964  3080  pM,cin^.    on"     OFF 

Ask  tor  ma.l  order   o-  *r,te  PLUS  1  0    o  20  /a  OFF 

■till   u    -I   n   -I  ALL  ATARI-    SOFTWARE 

BdI  Mail  Order     also  3ro  party  hardware 

^^^         P  0  Box  365                              AND  SOFTWARE  AT 
yyi           Newton  Highlands.  MA  0Z151           COMPARABLE  SAVINGS 
^\^^  (617)964  3QBQ 


Intricate  programming  for  tlie  ATARI  by 


Software  which  wjtl  revolutionize  the 
ATARI'S  mjcro-computer  software 
market.  We  rewrite  software  reapeatedly. 
All  modifications  to  the  software  you^ 
purchase  will  be  sent  to  you  at  no  cost. 

Call  or  mail  for  free  catalog: 
SPYDER  SOFTWARE 
RO.  Box  895 
Beavertoii,  OR ,  97075  ( s  03 )  e  42-2  s  n 


Authorized  Commodore  sen/ice  center 
Repuifr  of  the  complete  line  of  Commodore  products 

In  a  huny?  Check  our  modular  exchange  program 


Cbinputer 


CHsc 


commodore 


HARDWARE: 

CBM  8032  Computer,  80  Column  S 1 095 
CBM  8050  Disk  Drive  1 340 

CBIV1  4032  Computer,  40  Column  995 
CBM  4040  Disk  Drive  995 

CBIVI  4022  Printer  649 

CBM  VIC  20  Computer  263 

CBM  VS 1 00  Cassette  68 

PET  to  IEEE  Cable  33 

IEEE  to  IEEE  Cable  39 

BASF  Diskette,  Box  of  1 0  30 


Order  TOLL  FREE  1  +800-527-3  T  35 

T  0  AM  to  4  PM  CUT Monday  through  Friday 

Texas  residents  call  1  +2 1 4^6 1  - 1 370 

VISA,  MASTER  CHARGE,  MONEY  ORDERS.  AND  C.O.D.  "Certified  Check"  accepted- 
Units  in  stock  shipped  wjthjn  24  hours.  EOB,  Dallas,  Texas. 
Alf  equipment  shipped  with  manufeaurer's  warranty. 

Residents  of  Texas,  Louisiana,  Oklahoma  City  and  Tulsa,  Oklahoma  must  add  applicabfe  taxes. 


SOFTWARE: 

ozz 

S299 

Wordcraft  80 

299 

Tax  Preparation  System 

380 

IRIVIA 

380 

Dow  Jones  Portfolio 

Management  System 

115 

Personal  Tax 

55 

Rascal 

229 

Assembler  Development  Package  77 

Wordpro  4+ 

329 

Eclectic  shortly  will  be  announcing  products  that  are  designed  to  work  with  CBM  systems. 

1 .  ROMiO:  two  RS232  ports -three  parallel  ports  ~26K  EPROM  memofy-managed 
alternate  character  set  software  controlled -EDOS  (exterKied  DOSJ. 

2.  Temifnal  program  (options  with  ROMIO)       4,  Front-end  proces^jr 

3.  EPROM  programmer  5.  Additional  firmware  to  be  announced 
Be  sure  to  write  the  address  below  for  more  information;  dealer  inquiries  welcome. 


P.O.  Box  M66  .  16260  Midway  Road  .  Addison,  Texas  75001  .  (214)  661-1370 


218 


COMPUTEI 


March,  1982.  Issue  22 


E,  Michael  Siaman 
NECC-82  General  Chairman 
Catnpiis  Computing  Serif  ices 
Vn  iversity  of  Mmou  ri-  Columbia 
305  Jesse  Hall 
Columbia,  MO  6321 J 

T^    -^    'F    't-    -l^    5^    'P 

Computers  in  Education 

Conference 

Seattle  Pacific  University 

Seattle,  WA 

March  12&  13,  1982 

The  annual  conference  will  in- 
clude talks,  workshops,  and 
exhibits  with  emphasis  on  the  use 
of  the  microcomputer  in  K-12 
classrooms  of  various  disciplines. 

Tonyjongejan 
Everett  High  School 
24 1 6  Colby 
Everett,  WA  98201 

Microcomputer  Conference 
The  University  of  Victoria 
Victoria,  British  Columbia 
May  6-8,  1982 

Moving  Microcomputers  into 
The  Mainstream  Of  Education 
will  be  an  opportunity  for  both  a 
formal  and  an  informal  sharing 
of  ideas,  information  and  expe- 
riences amongst  educators.  The 
major  focus  of  the  conference 
will  be  the  integration  of  the 
microcomputer  into  the  estab- 
lished curriculum  into  the  class- 
room, and  into  the  administrative 
offices  of  school  districts. 

The  conference  is  designed 
to  provide  educators  with  infor- 
mation regarding  applications 
that  have  been  tried  and  tested  in 
the  schools  to  achieve  this  pur- 
pose. A  series  of  keynote  ad- 
dresses, workshops,  papers,  and 
short  presentations  have  been 
planned.  A  call  for  presentations 
can  be  found  in  the  upcoming 
issue  of  Micro-scope, 

The  conceptual  threads  of 
the  conference  are: 

1.  Classroom  applications. 

2-  Administration  applicadons. 

3.  Courseware  development  and 


evaluation. 
4.  Future  implications  of  tech- 
nology in  instruction. 

University  housing  will  be  avail- 
able at  reasonable  rates. 

University  Extension 
Conference  Office 
721-8475 

Southern  California 
Computers  in  Education 
Conference 
University  High  School 
Irvine,  CA 
May  14-15,  1982 

This  second  annual  conference  is 
sponsored  by  Computer-Using 
Educators. 

Workshops  and  field  trips 
will  be  held  on  Friday,  May  14  at 
schools  and  industry  scattered 
throughout  Southern  California. 
On  Satui'day  all  sessions  will  be 
held  at  University  High  School, 
Irvine  starting  at  9:00  a.m. 

Classroom  applications  of 
computers  to  all  areas  of  the 
curriculum  will  be  presented 
covering  all  grade  levels  from 
kindergarten  through  two-year 
college.  The  major  emphasis  of 
the  conference  will  be  on  getting 
started  with  microcomputers. 

The  Friday  night  banquet 
speaker  will  be  Prof.  Lud  Braun, 
School  of  Engineering,  University 
of  New  York.  The  keynote  ad- 
dress on  Saturday  morning  will 
be  delivered  by  Dr.  William 
"Sandy"  Wagner. 

Preregistration  is  $10  for 
CUE  members  and  $16  for  non- 
members.  Preregistration  must 
be  received  by  April  30th,  1982. 
No  purchcise  orders  accepted.  On-site 
registration  will  be  available  on 
Saturday  for  $  1 8.  All  checks 
should  be  made  out  to  CUE  (or 
Computer-Using  Educators)  and 
mailed  to  the  address  below. 

One  unique  feature  of  the 
conference  will  be  several  com- 
puter workshops  held  at  sea.  The 
unofficial  slogan  of  the  confer- 
ence is  "PET  your  APPLES  in 


Orange  County." 

Craig  Walker 

1 982  Conference  Chairperson 

Arrowview  Intermediate  School 
2299  North'Vr  Street 
San  Benmrdino,  CA  92405 
(714)886-9118 

Buffered  Parallel 
Printer  Interface 

The  Microbuffer  II  is  an  intelli- 
gent btiffered  parallel  printer 
interface  for  the  Apple  II  com- 
puter. The  Microbuffer  II  in- 
cludes 16K  of  on-board  RAM  so 
the  computer  does  not  have  to 
wait  for  the  printer  to  finish 
before  continuing  with  other 


processing.  Buffer  memory  size 
is  user  expandable  to  32K  using 
industry  standard  64K  RAM 
chips.  The  Microbtiffer  II  is 
compatible  with  Applesoft,  CP/M, 
and  Pascal  and  includes  advanced 
high  resolution  graphics  print 
routines  for  the  Epson  MX-80 
wdth  Graphtrax,  Anadex,  IDS 
Paper  Tiger,  NE(^  Prow  rite r,  as 
well  as  complete  print  formatting 
features.  The  Microbuffer  II  is 
available  for  $259. 

F Tactical  Peripherals ^  Inc. 
31245  La  Baya  Drive 
Wesilake  Village,  CA  91362 
(213)991-8200 

MIT  LOGO  For 
Apple  Computers 

The  Krell  Software  Corp.  Stony 
Brook,  NY  is  pleased  to  announce 
that  MITs  LOGO  for  Apple  II 
computers  is  now  available.  This 
is  the  authorized  version  of  the 
LOGO  language  for  Apple  devel- 
oped by  MIT  under  the  sponsor- 
ship of  the  National  Science 


ATARI  SPECIAL  PACKAGE 

800  COMPUTER  WITH 


DISK  DRIVES  1,139.00 


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Caverns  of  Mors 
UK  Lerrer  Perfea 
UK  Moilmerge/ Utility 
UK  Dora  Perfect 
OS/A+ 
Basic  A+ 

Synopse  Filemqr.  600 
Synapse  Disk  Mgr, 
Wiz  b  Princess 
Thie  Next  Step 
Rood  Worl^ 


um 


24.95  Softporn  Adventure 

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64.95  Dotestones  of  Ryn 

59.95  Compu-Motti/ Decimals 

119.95  CompU'Moth/Froctions 

34.95  Compu-Reod  3.0 

34.95  LISP  2.0 

31.95  DotGsm-65 

119.95  Mtcropairer 

24.95  Text  Wizard 

79.95  AliDobo  G  40  Thieves 

69.00  QS  Forth 

69.00  Match  Rocers 

79.95  Andromeda 

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PRINTERS 

Epson  AAX-80 

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MODEMS 

Hoyes  Mioomodem  It 

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25.00/box 
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FREE  CATALOG...  offering  rhe  most  complete  line  of  computer 
products  in  rhe  country.  Your  satisfaaion  is  bodied  by  our  30 

day  quorontee.  ALL  PRODUCTS  DISCOUNTED  UP  TO  30%. 
COMPjfiJAE  PRICES  G  KNO^VLEDGE.  No  minimun  orders.  Please 

odd  3%  for  shipping,  hondlino  G  insurance.  Showroom  by 
oppt.  only  Monday  to  Fridoy  9:3D-5:30iPRiCE55U[JJEaTOCHANGE), 


FoLUiciiition. 

This  unique  and  powerful 
language  was  written  specifically 
for  educational  application.  It  is 
highly  graphic  and  ideal  for 
introducing  young  people  to  the 
use  of  microcomputers.  MIT 
LOGO  For  Apple  is  by  no  means 
an  abridged  version  suitable  to 
children  only,  it  is  the  full  pro- 
gramming language  whose  capa- 
bilities and  versatility  rival  and  at 
many  places,  supersede  those 
of  BASIC,  FORTRAN,  and 
PASCAL. 

KrelFs  complete  package 
includes  the  LOGO  language 
system,  Krelfs  own  Instant  LOGO 
tutorial  program,  and  its  unique 
introduction  to  LOGO,  Alice  In 
LOGOLAND,  The  entire  package 
is  fully  documented  for  teachers 
and  students.  Since  LOGO  re- 
quires a  disk  system  with  64 K  of 
memory  an  opuonal  16K  RAM 
board  extension  is  available  at 
the  special  price  of  $109,95.  The 
entire  software  package  is  availa- 


ble for  $179.95. 

Krell  Software  Corp, 
21  MiUbrook  Olive 
Stom  Brook,  NY  11790 
(516)751-5139 


Atari  Special 
Additions 

Sunnyvale,  CA— January  6,  1982 
-  One  hundred  and  seventeen 
vendors  are  represented  with 
more  than  400  products  in  Atari 
Special  Additions,  the  first  edition 
of  a  new  catalog  of  programs, 
equipment  accessories,  furniture 
and  publications  designed  for 
users  of  Atari  400  and  Atari  800 
Home  Computers. 

Atari  Special  Additions  is  in- 
tended to  be  a  useful  guide  to 
equipment,  and  programs  pro- 
duced by  other  manufacturers," 
said  Roger  H.  Badertscher,  presi- 
dent of  the  company^s  Home 
Computer  Division.  "It  is  a  meas- 
ure of  the  continuing  success  of 


our  product  line  that  so  many 
vendors  are  offering  so  many 
products  to  be  used  with  Atari 
Home  Computers." 

The  catalog,  with  a  cover 
price  of  $3.00,  is  available  from 
Atari  Computer  retailers,  and 
will  be  mailed  free  to  owners  of 
Atari  Home  Computers  who 
have  filed  warranty  cards  and  to 
subscribers  of  The  Atari  Connec- 
tion, the  quarterly  magazine  the 
company  publishes  for  owners  of 
its  computer. 

Neio  Product  releases  are  selected 
from  suhmissions  for  reasons  of 
timeliness,  available  space,  a) id 
general  interest  to  our  readers.  We 
regret  that  we  are  unable  to  select  all 
new  product  submissiom  for  publi- 
cation. Readers  should  be  aware  that 
we  present  here  some  edited  version 
of  material  submitted  by  vendors  and 
are  unable  to  vouch  for  its  accuracy 
at  time  of  publication.  © 


MARCH  ■  SPECIALS 


OKIDATA  MICROLINE  80A 
MATRIX  .J  PRINTER 


I 
I 


ATARI  810  DISK  DRIVE 


I 


/  / 


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$429.00 


PERSONAL 
aNHIPUTERS 


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COMPUTER  SHOPPING  CENTER 

We  Accept  C.O.D.'s  •  Stock  Shipments  Same  Day  or  Next  •  No  Surcharge  for  Credit  Cords  •  All  Equipment  Factory 
Fresh  w/MFT  Warranty  •  We  Carry  the  Complete  Line  of  Personal  Software  •  Prices  do  not  Reflect  Shipping  Charges 
Rhode  Island  and  California  residents  please  add  6%  Sales  Tax 


NEC  PC-8023  Printer $629.00   ^^  ^^  m    m 

NEC  7710  Spinwriter 2345.00  ^J  g^  ^J 

NEC  7720  Spinwriter 2695.00   ^J  EC  |^ 

NEC  7730  Spinwriter 2345.00   "J"  ^^  ^_ 

NEC  JC  1 201  M(A)  -  Color  1 2"  Monitor    359.00    QQ  ^J  2« 

NEC  JB  1 201  M  1  2"  Green  Monitor 1 59.00    ^#  ^™  ^"■' 

Okidata  Microline-80  .....              .........  329.00    ^^  ^J 

Okidota  Microline-82A 499.00    ■■          ^^  ^^ 

Okidata  Microline-83A 729.00    ^J  ^^ 

Diablo  630 .  1995.00    ""  ^0  UJ 

M  &  R  Sup-R-Terminal 279.00    h^  ^^  ^\ 

Microsoft  Soft  Card  (Z-80) 279.00    wKm  §■■  "" 

Hazeltine  1420  . 799.00    m  ^f  Ul 

Northstar  Horizon  II  32K  QD 2925.00    ^^  ^J  ^ 

Anadex  DP-9500/9501 1 249.00    J^  ^J  ^J 

Televideo910  . 559.00   f^  J  i^i^  ^^ 

Televideo912C  . 669.00    jj  1^ 

Televideo  920C  . 689.00    QS  HH  ^h 

Televideo  950 929.00    fj  ^%  ^^ 

CBM  8032  Computer    1149.00    ^^  ^^  ^\ 

CBM  8050  Disk  Drive   . 1349.00    "JJ  ^^ 

CBM  4032  Computer   , 1029.00    ^^  t^% 

CBM  4040  Disk  Drive 1029.00    ^^  ^y  ^^ 

CBM  4022  Printer 649.00  ^^  ^^ 

CBM  VlC-20 .  .  269.00    UJ  ^^  i^l 

Leedex/Amdek  lOOG. 159.00    Q^  ^^  ■*■ 

Leedex/Amdek  Color  -  1  13"  Color  Monitor  .  .  .  329.00    JS  ^^ 

Microtek  16K  Ramboard  for  Atari  800  .......  79.00    ^J  ^^ 

Microtek  32K  Ramboard  for  Atari  400  and  800  1 49.00    jj  ^I  ^^k 

Qume  Sprint  9/45  (Full  Panel) . 2295.00    ^J  VlT  ^J 

Atari  400  16K 339.00   ^^  ^^ 

Atari  410  Recorder     60.00    ^1  ^^ 

Atari  825  Printer 599.00    ^5  ^^  U 

Atari  850  Interface 1 39.00    ^^  ^^  ^"i 

Atari  830  MODEM .  159.00    ^^  UJ  ^^ 

Atari  810  Disk  Drive 429.00    ^S  ^^  ^^ 

Atari  800  1 6K ......  749.00    ^^  ■■ 

Epson  MX- 70 349.00    ^^ 

Epson  MX-80 ,  449.00    ^^ 

Epson  AAX-80  FT 549.00    U 

Epson MX-lOO  FT ,  729.00    ^^ 

PRICES  ARE  SUBJECT  TO  CHANGE  WITHOUT  NOTICE 
WE  CARRY  THE  COMPLETE  LINE  OF  ATARI  SOFTWARE,  PERIPHERALS  AND  ACCESSORIES 

PERSONAL  COMPUTERS 

COMPUTER  SHOPPING  aNTER 


NEC  GREEN  12"  MONITOR 

JB  1201M 

$159.00 


EPSON  MX-80 

INTERFACES  &  CABLES 

IEEE  $55.  RS-232  $70. 

TRS-80     CABLE  $35. 

$449.00 


AMDEXCOlOR-1  MONITOR 
$329.00 


EPSON  MX-lOO  FT  PfflKin 
$729.00 


222 


COMPUTE! 


March,  1982,  Issue  22 


CAPUTE!: 

Corrections  And 
Amplifications 

L  "Spacewar  Part  2,"  Home  and  Educational  COM- 
PUTING!. Fall  1981,  pg.  21:  an  ?Oul  Of  Memory 
error  can  occur  after  several  rounds  of  the  game. 
The  following  changes  will  prevent  this  as  well  as 
the  problem  w^ith  the  black  hole  option: 

6  SX  =  50:SY  =  50:POKEV-9,255: ?"[CLEAR]":X  =  S  +  A: 
FORI  =  XTOX  +  505:POKEI,T:NEXTI 

And  change  lines  18  and  45  to  contain  GOTO 
47  (instead  of  GOSUB47). 

Change  lines  59  and  70  to  contain  GOTO  1 7 
(instead  of  RETURN), 

Changing  line  140  to:  140  POKE52,28: 
POKE56,28:CLR  w^ill  allow  you  to  make  modifica- 
tions and  debug  the  program  w  itliout  running  out  of 
memory.  (Our  thanks  to  Ken  Denniston  and  Ronald 
Gruenzel  for  these  suggested  improvemenls.) 

2.  "Window  Analysis."  COMPUTE!,  December, 
1981,  pg.  35,  line'720:  GOSUB  FNTRC  should 
read  GOSUB  FTRC. 

3.  "A  Simple  Printer  Interface  For  Apple  H," 
COMPUTE!,  December,  1981,  pg.  85:  220  OHMS 
should  be  2200  OHMS  (and  vice  versa). 

4.  'TET  To  PET  Communication  Over  The  User 
Port,"  COMPUTE!,  December,  1981,  pg.  142:  The 
second  paragraph  on  the  second  column  of  this 
page  should  begin,  "Now  the  receiver  can  leave 
line  40  and  read  the  data  byte  (on  line  50).  The 
transmitter  is  now^  stuck  on  line  90  . .  ." 

5.  "File  Recovery,"  COMPUTE!,  December,  1981, 
pg.  164:  to  apply  Program  1  to  the  2040  Disk  Drive, 
the  following  lines  are  required. 

145  PRINT  **ENTER  TRACK  NUMBER  OF  1ST 
DATA  BLOCK":  INPUT  TT 


TO: 


AIM-65  USER 


Would  you  be  interested  in  a 

Consulting  Job 

writing  custom  software  on  your  own  AIM-65? 

If  yes,  are  you:    1.    An  expert  in  Alf^-65  use? 

2.  Located  in  the  Bay  Area? 

3,  Familiar  or  ready  to  learn 
Alf^-65  FORTH? 


Please  call: 


Dr.  Gat   415   961-6823 


414  PRINT#15,*'B-P:"3;5  +  32*R-2 
416  PRINT#1,CHR$(TT); 

6.  "The  Beginner\s  Page,"  COMPUTE!,  Januarv. 
1982,  pg.  24:  pan  of  the  Atari  version  oi  ihc  pro- 
gram was  missing.  Here  il  is  in  its  entirety; 

lee  DATA  aFER.AmE,f^tRIC^.RAll«QW,QUA 
LIT7 .  IHTERffliJCT  I C .  f®.  1  peL£ .  FOOLPROOF 
lie  DATA  PR9GKAm/S0FTW^,f::OtfirTERU^*R£, 
COCE ,  L  1ST  IMS .  l^FQRMAT  ION,  nAG  IC 
129  Dm  MSJECTlUEfCSt2e>.H3UN$<7t2fi>.TEH 
Pt<2e),LK8>.L2<7> 

13B  FOR  1=1  TO  8=REflD  TBPt  =  ADJECT IUe*<  I 
*26-19.  IX20>=TErP$=LlC  I  M£HC  TETPf  >*I€XT 
1 

148  FOR  I==l  TO  ?^JStf)  TFP$^HOUN$<  1*20-1 
9.1X28)=TeP*:L2<l>=LE>4(Tei^>  =  J€<T  1 
156  FOR  1=1  TO  7 
166  FOR  J=l  TO  8 

179  FI^IHT  ADJECTIue*(C>n*2e+h(J-l)*2e 
+iKJ)>;"  •;H0UK«CI-U*2&+L(I-n*2e^l2 
(1)) 

18C  h€XT  J 
190  t£XT  I 

7.  "Invest;'  COMPUTE!,  January,  1982,  pg.  39:  the 
author  suggests  tliat  the  follow  ing  changes  be 
made  to  his  program  since  equity  builduj}  lor  an 
investment  should  be  multiplied  by  the  ijiitial 
amount  financed  rather  than  the  yearly  payment 
amount.  As  the  program  stands,  it  makes  an  invest- 
ment look 

a  little  better  than  it  really  is.  The  following  will 
correct  the  problem: 

7490  PN  :=  PR  -  DP  :  REM  THIS  IS  THE  AMOUNT 

YOU'RE  FINANCING 
7500  EB  =  PN  *  El  (Y,I) :  REM  THIS  IS  THE  EQUITY 

BUILDUP  FOR  12  MONTHS,  1ST  YEAR 

7502  EB  =  EB/12 

7503  EB  =  EB  *  M  :  REM  THIS  IS  THE  EQUITY 
BUILDUP  FOR  THE  MONTHS  YOU^LL  OWN 
IT,  THE  1ST  YEAR 

7505  EB  =  EB/1000 

7510  ET  ™  PN  *  E2  (Y,I)  :  REM  EQUITY  BUILDUP 

FOR  THE  2ND  YEAR 
7515  ET  =  ET/1000 

8.  "Apple  Addresses/^  COMPUTE",  January,  1982, 
pg.  83:  the  program  was  missing  from  this  article. 
The  entire  article  is  being  reprinted  in  this  issue, 
starting  on  page  163. 

9.  "Tinymonl/^  COMPUTE!,  January,  19S2,  pg. 
176:  Jim  Butter  field  WTites,  ''1  bungled  it!  In  my 
zeal  to  make  the  whole  thing  as  painless  and  fool- 
proof (!)  as  possible,  I  added  four  bytes  to  the  end 
of  the  program.  This  made  the  checksum  straight- 
forward, and  made  the  hex  entry  a  little  simpler. 

All  of  this  w^ould  have  been  OK  had  I  not 
added  four  bytes  to  the  BASIC  pointers,  too.  The 
Tirst  change'  should  have  been: 

.:  0028  01  04  14  08  14  08  14  08 

If  you  punched  the  whole  thing  up  and  it 
doesn't  work,  all  is  not  lost.  Reload  the  program, 
make  the  above  change,  go  back  to  BASICS  and 
SAVE. ..and  you  will  find  yourself  with  a  working 
Tinymon. 

My  apologies  for  all  those  nights  of  lost  sleep.  I 
really  was  trying  to  make  it  easier  and  bug-free,...'" 


6 


APPLE  *  ALTOS  •  ATARI  •  MAXELL  •  DYSAN  •  EPSON  •  CCS  •  SHARP  •  CASIO  •  HP  •  VERBATIM  •  MEMOREX  •  SOROC  •  CORVUS  •  ADDS 


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MSL      OUR  PRICE 

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HP-I25  Microcompjter 
HP' 8 5  Hicrocouiputtf 
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2&3LB  ImpKt/Pnntcf; 

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g  Df™«  io  Cfioos* 

from  S2502S 
9S35A  8   Dual  Dnv* 
Graph^s  Tablet  9111A 
HP-IIC  Slifl-Une  AjJvanced 
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Bytes  Meiii 
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Printer  For  4tCWC 
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Qiud  {Urn  Iquils 

4  Hem.  Mo<ls 
l^tmorf  Modules  For  4  ic 
HP  97  Protramble  Printer 
HP-67  Proiramble 

Calculatoii 
HP  34C  Projnmbte 

Scientific 

HP  3SC  Proframble 
Bus.  RIl 

HP  32E  AO*  ScientiiJC 
L  HP  37E  Business  Mgnit. 


List  Pike 

375000  275000 

3250,00  2475,00 

225000  1777.00 

255,00  25500 

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75000  MSOO 

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15000  12500 

1300  00  1125  00 

6£50,O0  550000 

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135,00  11900 

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325.00  250  00 

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21500  itJOO 

385.00  239  00 

125.00  97.00 

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25.00 

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375,00  295.00 

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150,00  U700 

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7500  5700, 


8032  32K  80  Col  Crt 
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40I61GK40CQIC1 
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C2N  Cassette  Dnve 
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8074  Uannsman  TaEler 
25CPS-S!ar*ritef 
CSU  IEEE  Uodem 
Voice  SynrriesEier 
VJC20 

PET  10  IEEE  C*ble 
IEEE  to  IEEE  Cible 


1495.00 
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1097.00 

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XEROX 

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820  Printer  (40  col 

impACii 

830  Acoustic  MoOetn 
850  IntertKf  Module 
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A 

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45000 
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20000 


£3.00 

155.00 
192.00 


TEXAS  mSTRUMEHTS 

n  99/4A  Consoie  New     i    ^  . 

Impfovefl  .  '  i,*p 

10'  Color  Honitof  H^h^-^V  ■ 

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32K  Memory  Moduke 
Speech  Syiitfiesiier 
Djsh  Memory  Orive 
RF  Modulator 

Telephone  Coupler  iModemi 
Printer  (Solid  State) 


Prke 


List 

95000 


39995  333  95 

399  95  312.95 

H9  95  127,95 

^9995  390.95 

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39995  315« 


NEC  STUDENT 

SYSTEM 

B4K 


*HEC  PC  8001  A  Compuler  _,, 

'NEC  PC  8012  A  Expansion  <^V 

'NEC  PC  8031  A  Dual  Dnve  ^%>\ 
1 2"  Grn  Phs  Video  Monitor 


EPSOM 

MKBOn 
MX  80  IMPACT 
MX  70  IMPACT 
MX  100 

ANADEX  9501 
NEC 

S510 
5515 
3510 
3515 

OXIDAfA 

UOOLINE  80 
MOOLINE  82 
MECROLINE  S3 

PAPER  TIGER 

445G  with  Graphics 
46CG  wtth  Graphics 
560G  New  lulf  sue 

DURLO  {lEHER  QUALITin 

630  R102  bi  djrectunil 

tnmn 
1640K1Q9  keyboard 

factors 

£30  RO  Recerve  Only 
1G50K  136  keyboard 

tractors 

I 


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254500  lt49  00 


545.00 
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1050.00 

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1,394,00 


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1,695.00  1.139  00 


2.965.00  2.4M00 


4.000.00  tmoo 

2.710.00  2^50J1C 


IMC 

12-Grn.  PhsK(J(l5Hz| 
12-  Gm  PhsE0(l8Hi| 

12'  Grn  Phs  (20  H/t 

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Grrr.  Phs  12' 

MC  Grn.  Phs.  12- 

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L£  MOKITOR 

•  9-BAW 

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"  12-  Green  Fhs, 

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SANYO  MONITORS 

13"  Cfllor  (new) 

hith  quality 
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165,00 
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165  OD 

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179,00  159.00 
1S9.(H}  1SS.00 
2Dd.0C  iss.oo 


229.00 
199.00 


1550  00 
360  00 
340  00 
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235.00 
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199.00 
159.00 


399,00 
269  OO 
239.00 
255.00 
159.00 
199  OOj 


XEROX  820 

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(INCLUDES  SOFTWARE) 


MSL    I'.lTLSa^mm 


3495.00' 


S2649.00* 


TERMINALS 

TELEVIDEO 

910 
9J2C 
920C 
950C 


Ov 
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1699.00  smoo 

950.00     OLOA 

995,00   mu 
1,195.00    mjc, 


DBKETTB  sold  tN  boxes  of  lo 

(Min.  Purchase)  $100      yj^      ^ 

DYSAN  PRKE  PE8  OISIETTE 


104/1  5'  SOFT  SECTOR 
104/lD  ='  DBL 

DEN  SOFT  SEC 
3740n  8'  SOFT  SECTOR 
3740/10  8'  DBL, 

DEN,  SOFT  SECTOR 

UAXEU 

MDl  5- SOFT  SEC- 
TOR/OBL  DEN 
HD  2    "  SOFT 
SECTOfi/OBL  SIDE  /OflL 

DEN. 
FO  I  8-  SOFT  SECJDBL 

OEN 
FO!  8-  SOFT  SECJDBL 

SIDE/DBL  DEN 


6  00        3.99 


640 
7.2S 


10.75 


4.U 
475 


500        150 


EIPANSION  BOARD 

QSTAR 
16K  RAM  BOARD 
UST         OUR  PRICE 
199.00  129.00 


SOFTWARE 


FOR  APPLE  II 


Language  System  with 

Apple  Pascal 
BPI  General  Ledger   System 

Visidejt 
Visidk 

Oeskiop  Plan  II 
MicroLah  Database  System 
Sloneware  OB  Master 
Muse  Supertext  f! 
Softipe  Miftc  Wincow 


9900       72.00 


f-^ mm 

Bcommodore  ] 
CdUlRCOHPimR    if  I C^  20 


Vic  TV  Moduli .,,,..,..  ,119,00 

Vic  Cjssette Se9.00 

Vic  Disk  Drwe , JCtf 

Vic  6  Pack  proinm , .  „ 144  00 


MSL 
299.00 


OUR  PfllCE 
S255.0O 


44.00 


SOFTWARE      :-^ 

FOt  COHUODORE      ^ 

On  The  Inlorn^tbon  Wizard 
Wordcritt  80 

InrwhJb  Retneval  h  Mpit  Ajd 
Do*  Jones  Portfolio  M|mt 
pjsca!  Deveicpmefli  Pkj. 
Ebs  fteceivaokes,  inventory 
Spi  General  Ledger 
Word  Pro  340  Cotumn 
Word  Pro  4^0  Column 
Word  Pro  4  Pius 


39500 
39500 
49500 
14900 
29500 
75000 
39500 
25000 
37500 
45000 


Our 
Prke 

1211.00 
2t3.00 
3n-00 
UIOQ 
21100 
5i9,00 
3t9ilO 
175.W 

S9in 


'H  1 


MODEMS 


NOVATION  CAT  MODEM 
NOVATION  0  CAT 
NOVATION  APPLE  CAT 
HATES  UOOUODEM 
HAriS  SWAflTMODEM 


iill 

18995 

19900 

38900 

37900 

27900 


Oir 

Price 

140.DQ 
150  00 
329.00 
295.00 
239.00^ 


CALCUUTORSr 


'^1 


CAW  i-ilil  Uil 

HR  10  Paper  Feed  --T:::  4995 
HR  12  Paper  Feed  iV-j;  54  95 
FR  100  Paper  Feed  ZZZZZ  ^^-95 
FR  1210  Paper  Feed  ••"-c  12995 
P020  29,95 

LC78S  12,95 

LC3165  12,95 

FX-6a  Scientific  29.95 

FX  81  ScienWk  19  95 

FX  3600P  ScsentifKr  39,95 

FX^7P  "Computer  Tatk   88  Memories  Pro 

trmrniai  Upper  i  Loiref  Case  Dot 

Malrix  512  Step  129.95 

FX  702P  So^s  Probtcms  with  A^ha- 

Numefic  Clarity,  uses  Basic 

Lwgyaje  199.95 


0« 
Priei 

».ao 

42.00 

59.00 
99.00 

23,00 
10.00 
10,00 
BOO 
17,l» 
29.95 


99.00 
159.00 


TEILMSW. 
DEVICES 

rWME  HATE 
900  Economy 
90S  Remote  Dual  Tape  Sys 
910  60  Calls  Per  Side 
920  C  Vo* 

925  Remote  Calf  Monitor 
930  Remote  Twin  Cass 
950  Remote 

960  Remote  Bui  ft  In  TeJe 
Microcomputer  ControDeO 


39995     21100 


AVI ir^Dn BUSINESS  WORLD 

'*,"       rTr?rTTrr^         WAREHOUSE 
MWi    MM^       lB7?0Oxn.r..i10a 


I     OUTSIDECACALL  TOLL  FREE  1  (800}  «3^SBfle  fN  C  A  (?U)  M6  ?S5? 


Name  (Please  pnnt)  _ 
Address 


AVJNGS 
ERVICE 
ELECTION 
ATfSFACTION 


r 

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SMiB                    7jn 

Otv     Make          Model               Oescfiptron          Pnce      Total 

1 

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An«w«r:  MICKO  TZNA 

"Cal  forma  resioents  aoo  6'/*  saies  liJH 
*'Atfd  2%  Snipping  &  Hanoiing  -  Add 
3'/c  surcftarge  lor  credit  cjrcs   Orders 

canrKit  Oa  siiipped  unless  accompar^ietl 

Oy  paymenl.  incluOing  shipping,  nandl- 
jng  and  lax  wtvere  applicadle 


TOTAL  OnOERS 
TAX  F  APPLICABLE' 
SHIPPING  iHA%DLlNG' 
TOTAL  ENCLOSED S 


^  Cartllied  Ctteck  or  M,0. 
I        Bank  Wire  Transfer 

■    CREDIT  CARD  » 

i    Esp  Dale^ 


Allow  2  wMkt  dair«nc#  lor 
ptfraonal  check 


.Signature 


>.JJIM.iicl4JaJ:i.^.lJM^4.-l^!M-JJlJ.»|.li.|Jl.Jj.i:HJ|.lll...|JJJ.|.Jil^^jjjj,jj4,jlljBjj.U^^ 


^332 


Advertisers  Index 


AB  Computers 66,67,183 

AG  Associates ,.,, 222 

Aardvork  Technical  Services,  Ltd 205 

Abacus  Software 129,169 

Actek ..123 

Alternate  Reofity  Software  85 

Anderson  Peripherals,  Inc , 121 

Applefest 49 

Arcade  Pfus  .,......,. 109 

Artworx  Software  Company , , , ...  79 

Atari.  Inc. ...7 

Automated  SimulcfHons , ....69 

Axlon 123 

Barron  Enterprises 71 

Batteries  Included 183 

John  Bell  Engineering 162 

Beta  Computer  Devices  , 140 

The  Bit  Bucket .,..,........, ..............216 

R.  J.  Brachman  AssociatesJnc 181 

Byte  Microsystems  Corporation 179 

C-Mart 91 

CE Software 116 

CFI 155 

CGRS  Microtech 187 

CMS  Software  Systems , 2,3 

C&O  Micro  Systems,  I nc 185 

Canadian  Micro  Distributors  Ltd 2425,27,29,31 

Consoft  Data.  Inc 23 

Color  Computer  Concepts 191 

Comm* Data  Systems,  Inc. . ...............169 

Commodore  Computer  Systems BC 

COMPUTEFs  First  Book  of  Atari 11 

COMPUTER'S  First  Book  of  PET/CBM ....10 

Computer  Age  Software 131 

Computer  Country 150 

Computer  House 145 

Computer  Mail  Order 210,211 

Computer  Shopping  Center 220,221 

The Computerisrs Directory 61 

Computer  Mat  Software 175,185 

Computertime,  Inc. 42 

Connecticut  microcomputer,  Inc 95 

Consultors  tnternationol 42 

Cow  Boy  Computing 61,83 

Creative  Software 34 

Cursor,  The  Code  Wort<s 116 

Cyberia  Inc.  .,.., 153 

Dr,Daie/s Software 197 

Data  Equipment  Supply  Corp 86,87 

Dilithium  Press 99 

Dunham  Software  &  Consulting  Co ..191 

Dynacomp • 46,47 

ECX  Computer  Company - 154 

Eastern  House  Software 127 

Eclectic  Systems  Corporation 217 

Elcomp  Publishing,  tnc 89 

Electronic  Specialists,  Inc 99 

Electronic  Technology  Corporation 199 

ExecomCorp ....185 

ESS - .-■- ••■••154 

GOLF •■■^89 

Gebefll Software, Inc. 13 

HW Electronics 133 

High  Countr/ Microsystems 151 

Horizon  Simulations ...39 

Human  Engineered  Software 114 

Huntington  Computing - 125 

IDSI .......-- - • 21 

Inhome  Software - • • ........135 

Intec  Peripherals  Corp -■" *'  ^^'^ 

Interlink,  Inc. ...95 

Iridis,  The  Code  Works ...-■... •■■• ■■■' 1^^ 

Jini  Micro- Systems,  Inc ■ *  *  ■  • •■•19 

Krell  Software  Corp. 101 


LJK  Enterprises  inc. 51 

Leading  Edge IBC 

LemData  Products .....189 

Lyco  Computers 215 

MDS 113 

MED  Systems  Software ..157 

MIS 175 

Madison  Computer 129 

Magic  Carpet 189 

Micro  Business  World  Inc 223 

Micro  Printer  Marketing 32 

Micro  Spec  Ltd 175 

Micro  Technical  ProductsJnc, ...118 

Micro-Ed.  Inc 97 

Micrograms,  Incorporated 89 

The  Micromint  Inc. , ,  140 

Microsoft  Consumer  Products  , 4 

Microtek  Inc 41 

Miles  Computing ..147 

Mosaic  Electronics 107 

Mountain  Computer IFC 

Muse  Software 162 

National  Computer  Shows ...59 

Netronics  R8lD  Ltd. 181 

New  England  Electronics  Company 36.37 

Nufekop ...169 

Olympic  Soles  Company 127 

On  Line  Systems  18,137 

Optimal  Technology  Inc. .......65 

Optimized  Data  Systems ..185 

Optimized  Systems  Software,  Inc 35,145 

Orion  Software 208 

Oryx  Software 177 

PSK Evoluotion Service .....189 

Pacific  Exchanges .....108,119169,200 

Pendulum  Soffwore 94 

Petted  Microsystems 196 

Philadelphia  Computer  Discount 213 

Poquette's .193 

ProctEd  Tapes,  Inc 187 

Professional  Software 1,9 

Program  Design,  Inc. 157 

The  Program  Store .......,,,. 57 

The  Programmer's  Institute 42 

Protronics 181 

Quality  Software 83 

Quantum  Data,  Inc 169 

Questar  Interna'  ional  Inc 195 

RC  Electronics  Inc.  , 177 

Samurai  Softwof  e 45 

Santo  Cruz  Educational  Software 81 

Sebree's Computing 147 

Silicon  Valley  Systems  Inc, - ......143 

Skyles  Electric  Works 63,187 

Small  System  Design — 177 

The  Software  Connection  . ., .73 

Software  Galore 191 

Software  Street .....161 

Spyder  Softwore - ......216 

Strategic  Simulations,  Inc 15 

Street  Electronic;s  Corporation - 162 

Sunrise  Software ....151 

Supersoft 209 

Swifty  Software,  Inc 71 

Syncrclnc ■■  17,151 

Synergistic  Software 77 

t:h.e.s.ls - ...- " 1S 

TISInc ■ ........104 

T'Aide  Software  Company - ....103 

United  Microware  Industries,  Inc. 105 

Unicomm.  Inc. — ■  219 

Vixel,  The  Code  Works - 6^ 

Voicetek • - "  ■ -  *  ■  ■ ■  1^^ 

Wildfire  Publishing -■.. 193 


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Elephant^  floppies. 

They're  guaranteed  to  meet  or  beat  every  indus- 
try standard  for  quality.  They  come  standard  with 
reinforced  hub  rings  at  no  extra  cost.  They  come 
in  every  popular  5'^ "model,  in  both  hard  and 


soft  sector.  And  they  sell  at  some  of  the  lowest 

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They're  heavy  duty.  They  work  for  peanuts. 

They  never  forget.  Get  yourself  a  trunkful. 


HEAVY  DUTY  DISKS. 

Distributed  Exclusively  by  Leading  Edge  Products,  Inc.,  225  Turnpike  Street, Canton,  Massachusetts  02021 
Call:  toll-free  1 -800-343-6833;  or  in  Massachusetts  col  I  collect  (617)  828-8150.  Telex  951-624, 


The  Friendly  Computer 

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^^ 


Full  Computer  Keyboard  ■     Memory  Expansion  to  32 K  RAM 

D     16  Colors/4  Sound  Generators  ■     Includes  Microsoft 'VPET®  BASIC 

D     66  Graphics  Characters  ■     Connects  to  TV  or  Monitor 

■  Recreation,  Education  &  Personal  Computing  Programs 

■  Peripheral  Equipment:  Joystick,  Paddles,  Disk  Drive,  Printer,  Cassette  unit 

■  Telephone  Modem  for  Communicating  with  outside  Information  Sources 
H     4  Programmable  Function  Keys 

For  more  information  on  the  VIC-20's  exciting 

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visit  your  Commodore  Dealer,  or  write: 

VlC-20,  Commodore  Business  Machines,  681  Moore  Road,  King  of  Prussia,  PA  19406 


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